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Re-enable viewport code. Let me know what it breaks by posting an issue.
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@ -181,7 +181,6 @@ void UpdateViewportAndProjection() {
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if (throughmode) {
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// No viewport transform here. Let's experiment with using region.
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return;
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glViewport((0 + regionX1) * renderWidthFactor, (0 - regionY1) * renderHeightFactor, (regionX2 - regionX1) * renderWidthFactor, (regionY2 - regionY1) * renderHeightFactor);
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} else {
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// These we can turn into a glViewport call, offset by offsetX and offsetY. Math after.
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@ -203,8 +202,6 @@ void UpdateViewportAndProjection() {
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gstate_c.vpWidth = vpXa * 2;
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gstate_c.vpHeight = -vpYa * 2;
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return;
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float vpWidth = fabsf(gstate_c.vpWidth);
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float vpHeight = fabsf(gstate_c.vpHeight);
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