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Oops, fix typo causing clamping to clamp wrong.
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@ -647,7 +647,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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float drift = overageFar - overageNear;
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near += overageNear;
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far += overageFar;
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far -= overageFar;
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zScale = fabsf(vpZScale * (2.0f / 65535.0f)) / (far - near);
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zOffset = drift / (far - near);
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