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Handle FRONT_AND_BACK in our emulated backbuffer FBO remapping
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@@ -1596,7 +1596,7 @@ void GLRenderState::ApplyState(WrappedOpenGL *driver)
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// These aren't valid for glDrawBuffers but can be returned when we call glGet,
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// assume they mean left implicitly
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if(DBs[i] == eGL_BACK || DBs[i] == eGL_FRONT)
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if(DBs[i] == eGL_BACK || DBs[i] == eGL_FRONT || DBs[i] == eGL_FRONT_AND_BACK)
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DBs[i] = eGL_COLOR_ATTACHMENT0;
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}
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}
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