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Use correct array indices, duh.
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@@ -3709,10 +3709,10 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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}
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else
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{
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newScissors[i].left = LONG(x);
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newScissors[i].top = LONG(y);
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newScissors[i].right = newScissors[i].left+1;
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newScissors[i].bottom = newScissors[i].top+1;
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newScissors[v].left = LONG(x);
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newScissors[v].top = LONG(y);
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newScissors[v].right = newScissors[v].left+1;
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newScissors[v].bottom = newScissors[v].top+1;
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}
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}
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@@ -3826,13 +3826,13 @@ vector<PixelModification> D3D11DebugManager::PixelHistory(uint32_t frameID, vect
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for(UINT s=0; s < curNumScissors; s++)
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{
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if(curScissors[i].left > newScissors[i].left ||
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curScissors[i].right < newScissors[i].right ||
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curScissors[i].top > newScissors[i].top ||
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curScissors[i].bottom < newScissors[i].bottom)
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if(curScissors[s].left > newScissors[s].left ||
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curScissors[s].right < newScissors[s].right ||
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curScissors[s].top > newScissors[s].top ||
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curScissors[s].bottom < newScissors[s].bottom)
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{
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// scissor region from the log doesn't touch our target pixel, make empty.
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intersectScissors[i].left = intersectScissors[i].right = intersectScissors[i].top = intersectScissors[i].bottom = 0;
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intersectScissors[s].left = intersectScissors[s].right = intersectScissors[s].top = intersectScissors[s].bottom = 0;
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}
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}
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