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Hide any debug messages found while fetching render state. Closes #1802
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@@ -2937,8 +2937,16 @@ bool WrappedOpenGL::Serialise_BeginCaptureFrame(SerialiserType &ser)
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if(ser.IsWriting())
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{
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rdcarray<DebugMessage> savedDebugMessages;
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// save any debug messages we built up
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savedDebugMessages.swap(m_DebugMessages);
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state.FetchState(this);
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state.MarkReferenced(this, true);
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// restore saved messages - which implicitly discards any generated while fetching state
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savedDebugMessages.swap(m_DebugMessages);
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}
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SERIALISE_ELEMENT(state);
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