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Fix GL clear-before-draw shader overlay. Refs #164
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@@ -2029,7 +2029,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
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{
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vector<uint32_t> events = passEvents;
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if(overlay == eTexOverlay_QuadOverdrawDraw)
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if(overlay == eTexOverlay_ClearBeforeDraw)
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events.clear();
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events.push_back(eventID);
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@@ -2038,6 +2038,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
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{
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if(overlay == eTexOverlay_ClearBeforePass)
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ReplayLog(frameID, 0, events[0], eReplay_WithoutDraw);
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else
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gl.glBindFramebuffer(eGL_FRAMEBUFFER, rs.DrawFBO); // if we don't replay the real state, restore drawFBO to clear it
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float black[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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for(int i=0; i < 8; i++)
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