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Fixed an issue where the cached background would sometimes miss some GUI elements.
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@ -11,6 +11,7 @@
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#include "Log.h"
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#include "Log.h"
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#include "Settings.h"
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#include "Settings.h"
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#include "ThemeData.h"
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#include "ThemeData.h"
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#include "Window.h"
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#include "resources/TextureResource.h"
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#include "resources/TextureResource.h"
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#include "utils/CImgUtil.h"
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#include "utils/CImgUtil.h"
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@ -402,8 +403,14 @@ void ImageComponent::render(const glm::mat4& parentTrans)
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// Actually draw the image.
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// Actually draw the image.
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// The bind() function returns false if the texture is not currently loaded. A blank
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// The bind() function returns false if the texture is not currently loaded. A blank
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// texture is bound in this case but we want to handle a fade so it doesn't just
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// texture is bound in this case but we want to handle a fade so it doesn't just
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// 'jump' in when it finally loads.
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// 'jump' in when it finally loads. The exception is if the cached background is
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// getting invalidated, in which case we want to make sure to not get a partially
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// faded texture rendered onto the new background.
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if (mWindow->isInvalidatingCachedBackground())
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mTexture->bind();
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else
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fadeIn(mTexture->bind());
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fadeIn(mTexture->bind());
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#if defined(USE_OPENGL_21)
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#if defined(USE_OPENGL_21)
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if (mSaturation < 1.0) {
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if (mSaturation < 1.0) {
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mVertices[0].shaders = Renderer::SHADER_DESATURATE;
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mVertices[0].shaders = Renderer::SHADER_DESATURATE;
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