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Unbind unpack buffer when creating overlay texturel
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@@ -381,6 +381,8 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, FloatVector clearCol, Debug
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if(rs.Program.name == 0 && rs.Pipeline.name == 0)
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return ResourceId();
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GL.glBindBuffer(eGL_PIXEL_UNPACK_BUFFER, 0);
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// use our overlay program that we'll fill up with all the right
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// shaders, then replace the fragment shader with our own.
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drv.glBindProgramPipeline(0);
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