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Update texture display before updating visual range. Refs #388
* This was broken in 0f4d43cd37 which changed from specifying texture
settings directly, to using them from the output's settings.
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@@ -3184,6 +3184,7 @@ namespace renderdocui.Windows
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return;
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}
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m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
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m_Core.Renderer.BeginInvoke(RT_UpdateVisualRange);
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if (m_Output != null && m_PickedPoint.X >= 0 && m_PickedPoint.Y >= 0)
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@@ -3194,8 +3195,6 @@ namespace renderdocui.Windows
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RT_PickPixelsAndUpdate(m_PickedPoint.X, m_PickedPoint.Y, true);
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});
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}
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m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
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}
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private void overlay_SelectedIndexChanged(object sender, EventArgs e)
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@@ -3215,6 +3214,7 @@ namespace renderdocui.Windows
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if (CurrentTexture.depth > 1)
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m_TexDisplay.sliceFace = (UInt32)(sliceFace.SelectedIndex << (int)m_TexDisplay.mip);
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m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
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m_Core.Renderer.BeginInvoke(RT_UpdateVisualRange);
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if (m_Output != null && m_PickedPoint.X >= 0 && m_PickedPoint.Y >= 0)
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@@ -3226,7 +3226,6 @@ namespace renderdocui.Windows
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});
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}
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m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
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}
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private void updateChannelsHandler(object sender, EventArgs e)
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