test: always draw 2nd final screen texture
we didnt do this in some cases to save on performance a bit
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@@ -256,10 +256,12 @@ void OglSdlFinishUpdate(SDL_Window *window)
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// Sryder: We need to draw the final screen texture again into the other buffer in the original position so that
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// effects that want to take the old screen can do so after this
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// well we dont need it on native res it seems
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#if 0
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#ifdef USE_FBO_OGL
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if ((!I_CheckNativeRes() && !usefbo) || WipeInAction)
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#else
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if (!I_CheckNativeRes() || WipeInAction)
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#endif
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#endif
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HWR_DrawScreenFinalTexture(realwidth, realheight, false);
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}
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