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Make sure DisplayMesh() at least does some kind of render
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@@ -585,11 +585,22 @@ void ReplayOutput::DisplayMesh()
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{
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FetchDrawcall *draw = m_pRenderer->GetDrawcallByEID(m_EventID, m_LastDeferredEvent);
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if(!draw) return;
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if(m_MainOutput.outputID == 0) return;
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if(m_Width <= 0 || m_Height <= 0) return;
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if(m_RenderData.meshDisplay.type == eMeshDataStage_Unknown) return;
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if((draw->flags & eDraw_Drawcall) == 0) return;
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bool nomesh = false;
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if(draw == NULL ||
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m_MainOutput.outputID == 0 ||
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m_Width <= 0 || m_Height <= 0 ||
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(m_RenderData.meshDisplay.type == eMeshDataStage_Unknown) ||
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(draw->flags & eDraw_Drawcall) == 0
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)
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{
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float color[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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m_pDevice->BindOutputWindow(m_MainOutput.outputID, false);
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m_pDevice->ClearOutputWindowColour(m_MainOutput.outputID, color);
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m_pDevice->RenderCheckerboard(Vec3f(0.666f, 0.666f, 0.666f), Vec3f(0.333f, 0.333f, 0.333f));
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return;
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}
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if(draw && m_OverlayDirty)
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{
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