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Don't reset m_cleared flag for selected frame buffer.
Fixed fb issues in ISS 2000, #214
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@ -182,6 +182,7 @@ void FrameBuffer::init(u32 _address, u32 _endAddress, u16 _format, u16 _size, u1
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m_fillcolor = 0;
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m_fillcolor = 0;
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m_cfb = _cfb;
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m_cfb = _cfb;
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m_needHeightCorrection = _width != VI.width;
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m_needHeightCorrection = _width != VI.width;
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m_cleared = false;
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_initTexture(_format, _size, m_pTexture);
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_initTexture(_format, _size, m_pTexture);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
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@ -409,7 +410,6 @@ void FrameBufferList::saveBuffer(u32 _address, u16 _format, u16 _size, u16 _widt
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if (bMarioTennisScoreboard)
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if (bMarioTennisScoreboard)
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g_RDRAMtoFB.CopyFromRDRAM(m_pCurrent->m_startAddress + 4, false);
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g_RDRAMtoFB.CopyFromRDRAM(m_pCurrent->m_startAddress + 4, false);
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m_pCurrent->m_cleared = false;
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m_pCurrent->m_isDepthBuffer = _address == gDP.depthImageAddress;
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m_pCurrent->m_isDepthBuffer = _address == gDP.depthImageAddress;
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m_pCurrent->m_isPauseScreen = m_pCurrent->m_isOBScreen = false;
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m_pCurrent->m_isPauseScreen = m_pCurrent->m_isOBScreen = false;
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