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https://github.com/XProger/OpenLara.git
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minor fixes
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@@ -3085,9 +3085,9 @@ struct Level : IGame {
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Viewport oldViewport = Core::viewportDef;
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Viewport oldViewport = Core::viewportDef;
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GAPI::Texture *oldTarget = Core::defaultTarget;
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GAPI::Texture *oldTarget = Core::defaultTarget;
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bool upsample = !invBG && Core::settings.detail.scale != Core::Settings::SCALE_100;
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bool upscale = !invBG && Core::settings.detail.scale != Core::Settings::SCALE_100;
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if (upsample) {
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if (upscale) {
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int scale = (Core::settings.detail.scale + 1) * 25;
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int scale = (Core::settings.detail.scale + 1) * 25;
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int w = Core::width * scale / 100;
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int w = Core::width * scale / 100;
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int h = Core::height * scale / 100;
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int h = Core::height * scale / 100;
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@@ -3130,7 +3130,7 @@ struct Level : IGame {
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Core::defaultTarget = oldTarget;
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Core::defaultTarget = oldTarget;
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Core::viewportDef = oldViewport;
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Core::viewportDef = oldViewport;
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if (!invBG && Core::settings.detail.scale != Core::Settings::SCALE_100) {
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if (upscale) {
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mat4 mProj, mView;
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mat4 mProj, mView;
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mView.identity();
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mView.identity();
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mProj = GAPI::ortho(-1, +1, -1, +1, 0, 1);
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mProj = GAPI::ortho(-1, +1, -1, +1, 0, 1);
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@@ -3141,7 +3141,10 @@ struct Level : IGame {
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setShader(Core::passFilter, Shader::FILTER_UPSCALE, false, false);
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setShader(Core::passFilter, Shader::FILTER_UPSCALE, false, false);
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Core::active.shader->setParam(uParam, vec4(float(scaleTex->width), float(scaleTex->height), 0.0f, 0.0f));
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Core::active.shader->setParam(uParam, vec4(float(scaleTex->width), float(scaleTex->height), 0.0f, 0.0f));
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scaleTex->bind(sDiffuse);
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scaleTex->bind(sDiffuse);
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Core::setDepthTest(false);
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mesh->renderQuad();
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mesh->renderQuad();
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Core::setDepthTest(true);
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Core::setDepthWrite(true);
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}
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}
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// TODO render all UI with native resolution here
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// TODO render all UI with native resolution here
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