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GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
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@@ -423,11 +423,11 @@ void FramebufferManagerGLES::DrawActiveTexture(float x, float y, float w, float
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pos[i * 3 + 1] = pos[i * 3 + 1] * invDestH - 1.0f;
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}
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// Upscaling postshaders doesn't look well with linear
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// Upscaling postshaders don't look well with linear
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if (flags & DRAWTEX_LINEAR) {
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render_->SetTextureSampler(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
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render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_LINEAR, GL_LINEAR, 0.0f);
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} else {
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render_->SetTextureSampler(GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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render_->SetTextureSampler(0, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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}
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Simple2DVertex verts[4];
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