@@ -173,7 +173,7 @@ int FrameMan::CreateBackBuffers() {
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clear_to_color (m_PlayerScreen8.get (), 0 );
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set_clip_state (m_PlayerScreen8.get (), 1 );
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- m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), 8 , g_GLResourceMan. GetStaticTextureFromBitmap (m_PlayerScreen8. get ()) );
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+ m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , resX / (m_VSplit ? 2 : 1 ), resY / (m_HSplit ? 2 : 1 )));
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// Update these to represent the split screens
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m_PlayerScreenWidth = m_PlayerScreen->GetSize ().w ;
@@ -269,7 +269,7 @@ void FrameMan::ResetSplitScreens(bool hSplit, bool vSplit) {
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clear_to_color (m_PlayerScreen8.get (), 0 );
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set_clip_state (m_PlayerScreen8.get (), 1 );
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- m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), 32 , g_GLResourceMan. GetStaticTextureFromBitmap (m_PlayerScreen8. get ()) );
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+ m_PlayerScreen = std::make_unique<RenderTarget>(FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )), FloatRect (0 , 0 , g_WindowMan.GetResX () / (m_VSplit ? 2 : 1 ), g_WindowMan.GetResY () / (m_HSplit ? 2 : 1 )));
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// Update these to represent the split screens
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m_PlayerScreenWidth = m_PlayerScreen->GetSize ().w ;
@@ -923,7 +923,7 @@ void FrameMan::Draw() {
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backgroundShader.End ();
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if (screenCount > 1 ) {
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m_BackBuffer->Begin (false );
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- DrawTextureRec (g_GLResourceMan. GetStaticTextureFromBitmap (m_PlayerScreen8. get () ), {0 , 0 , static_cast <float >(m_PlayerScreen8->w ), -static_cast <float >(m_PlayerScreen8->h )}, {screenOffset.m_X , screenOffset.m_Y }, {255 , 255 , 255 , 255 });
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+ DrawTextureRec (m_PlayerScreen-> GetColorTexture ( ), {0 , 0 , static_cast <float >(m_PlayerScreen8->w ), -static_cast <float >(m_PlayerScreen8->h )}, {screenOffset.m_X , screenOffset.m_Y }, {255 , 255 , 255 , 255 });
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m_BackBuffer->End ();
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}
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g_PostProcessMan.AdjustEffectsPosToPlayerScreen (playerScreen, drawScreen, screenOffset, screenRelativeEffects, screenRelativeGlowBoxes);
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