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(XMB) Use gl_set_viewport instead of straight call to glViewport
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@ -443,7 +443,8 @@ static void xmb_frame_background(gl_t *gl, xmb_handle_t *xmb,
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0.0f, 0.0f, 0.0f, alpha,
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0.0f, 0.0f, 0.0f, alpha,
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};
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};
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glViewport(0, 0, gl->win_width, gl->win_height);
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/* force viewport to fullscreen */
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gl_set_viewport(gl, gl->win_width, gl->win_height, true, false);
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coords.vertices = 4;
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coords.vertices = 4;
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coords.vertex = vertex;
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coords.vertex = vertex;
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@ -1155,6 +1156,7 @@ static void xmb_draw_cursor(gl_t *gl, xmb_handle_t *xmb, float x, float y)
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coords.tex_coord = rmb_tex_coord;
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coords.tex_coord = rmb_tex_coord;
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coords.lut_tex_coord = rmb_tex_coord;
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coords.lut_tex_coord = rmb_tex_coord;
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coords.color = color;
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coords.color = color;
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glBindTexture(GL_TEXTURE_2D, xmb->textures.list[XMB_TEXTURE_POINTER].id);
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glBindTexture(GL_TEXTURE_2D, xmb->textures.list[XMB_TEXTURE_POINTER].id);
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matrix_4x4_multiply(&mymat, &mrot, &gl->mvp_no_rot);
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matrix_4x4_multiply(&mymat, &mrot, &gl->mvp_no_rot);
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