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SDL: Properly handle extra pixels for scalers in showOverlay.
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@ -1770,7 +1770,7 @@ void SurfaceSdlGraphicsManager::clearOverlay() {
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// Clear the overlay by making the game screen "look through" everywhere.
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SDL_Rect src, dst;
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src.x = src.y = 0;
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dst.x = dst.y = 1;
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dst.x = dst.y = _maxExtraPixels;
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src.w = dst.w = _videoMode.screenWidth;
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src.h = dst.h = _videoMode.screenHeight;
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if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0)
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@ -1779,7 +1779,7 @@ void SurfaceSdlGraphicsManager::clearOverlay() {
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SDL_LockSurface(_tmpscreen);
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SDL_LockSurface(_overlayscreen);
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_scalerPlugin->scale((byte *)(_tmpscreen->pixels) + _tmpscreen->pitch + 2, _tmpscreen->pitch,
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_scalerPlugin->scale((byte *)(_tmpscreen->pixels) + _maxExtraPixels * _tmpscreen->pitch + _maxExtraPixels * 2, _tmpscreen->pitch,
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(byte *)_overlayscreen->pixels, _overlayscreen->pitch, _videoMode.screenWidth, _videoMode.screenHeight, 0, 0);
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#ifdef USE_ASPECT
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