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Do a default inversion of Y co-ordinates on GL and invert w/ height-1
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@@ -1408,8 +1408,10 @@ namespace renderdocui.Windows
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}
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int y = m_CurHoverPixel.Y >> (int)m_TexDisplay.mip;
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if (m_Core.APIProps.pipelineType == APIPipelineStateType.OpenGL)
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y = (int)(tex.height-1) - y;
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if (m_TexDisplay.FlipY)
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y = (int)tex.height - y;
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y = (int)(tex.height-1) - y;
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int x = m_CurHoverPixel.X >> (int)m_TexDisplay.mip;
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float invWidth = tex.width > 0 ? 1.0f / tex.width : 0.0f;
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