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Don't try to display stencil in textures that don't have stencil data
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@@ -1421,6 +1421,15 @@ bool GLReplay::RenderTextureInternal(TextureDisplay cfg, bool blendAlpha)
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cfg.Alpha = false;
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}
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// depth-only, make sure we display it as such
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if(GetBaseFormat(texDetails.internalFormat) == eGL_DEPTH_COMPONENT)
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{
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cfg.Red = true;
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cfg.Green = false;
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cfg.Blue = false;
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cfg.Alpha = false;
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}
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if(!cfg.Red && cfg.Green)
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{
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dsTexMode = eGL_STENCIL_INDEX;
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