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Always specify all buffers for clearing. Missing one hurst, one extra doesn't.
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@@ -72,8 +72,8 @@ FramebufferManager::FramebufferManager() {
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// And an initial clear. We don't clear per frame as the games are supposed to handle that
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// by themselves.
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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convBuf = new u8[480 * 272 * 4];
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}
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