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https://github.com/blawar/GLideN64.git
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Fix GL Errors in Pokemon Stadium 2 minigames.
Graphics became corrupt when the GL errors happened. With this change, graphics no longer become corrupt.
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617517737d
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472c31986c
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@ -387,7 +387,7 @@ void DepthBufferList::saveBuffer(u32 _address)
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pDepthBuffer = nullptr;
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}
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if (pDepthBuffer == nullptr) {
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if (pDepthBuffer == nullptr && VI.height != 0) {
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m_list.emplace_front();
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DepthBuffer & buffer = m_list.front();
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@ -399,18 +399,20 @@ void DepthBufferList::saveBuffer(u32 _address)
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pDepthBuffer = &buffer;
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}
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DepthBuffer * pCurrent = m_pCurrent;
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m_pCurrent = pDepthBuffer;
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frameBufferList().attachDepthBuffer();
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if (pDepthBuffer->m_address != gDP.depthImageAddress)
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m_pCurrent = pCurrent;
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//Check for null since the depth buffer will not be initialized if VI.height == 0
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if(pDepthBuffer != nullptr) {
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DepthBuffer * pCurrent = m_pCurrent;
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m_pCurrent = pDepthBuffer;
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frameBufferList().attachDepthBuffer();
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if (pDepthBuffer->m_address != gDP.depthImageAddress)
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m_pCurrent = pCurrent;
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}
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#ifdef DEBUG
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DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "DepthBuffer_SetBuffer( 0x%08X ); color buffer is 0x%08X\n",
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address, ( pFrameBuffer != nullptr && pFrameBuffer->m_FBO > 0) ? pFrameBuffer->m_startAddress : 0
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);
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DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "DepthBuffer_SetBuffer( 0x%08X ); color buffer is 0x%08X\n",
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address, ( pFrameBuffer != nullptr && pFrameBuffer->m_FBO > 0) ? pFrameBuffer->m_startAddress : 0
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);
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#endif
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}
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void DepthBufferList::clearBuffer(u32 _ulx, u32 _uly, u32 _lrx, u32 _lry)
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