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Make sure not to add duplicate viewports (Fixes #1832)
Wasn't a problem while testing reload() on linux. Maybe an implementation difference with Ogre's D3D rendersystem?
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@ -32,6 +32,7 @@ namespace Render
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void SelectionBuffer::setupRenderTarget()
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void SelectionBuffer::setupRenderTarget()
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{
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{
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mRenderTarget = mTexture->getBuffer()->getRenderTarget();
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mRenderTarget = mTexture->getBuffer()->getRenderTarget();
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mRenderTarget->removeAllViewports();
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Ogre::Viewport* vp = mRenderTarget->addViewport(mCamera);
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Ogre::Viewport* vp = mRenderTarget->addViewport(mCamera);
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vp->setOverlaysEnabled(false);
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vp->setOverlaysEnabled(false);
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vp->setBackgroundColour(Ogre::ColourValue(0, 0, 0, 0));
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vp->setBackgroundColour(Ogre::ColourValue(0, 0, 0, 0));
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@ -65,6 +66,7 @@ namespace Render
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{
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{
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Ogre::MaterialManager::getSingleton ().addListener (this);
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Ogre::MaterialManager::getSingleton ().addListener (this);
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mTexture->load();
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if (mRenderTarget == NULL)
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if (mRenderTarget == NULL)
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setupRenderTarget();
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setupRenderTarget();
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