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Make sure to invalidate texture memory when going fullscreen otherwise it might not be syned correctly.
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@ -1280,6 +1280,8 @@ int Supermodel(const Game &game, ROMSet *rom_set, IEmulator *Model3, CInputs *In
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goto QuitError;
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Model3->AttachRenderers(Render2D,Render3D);
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Render3D->UploadTextures(0, 0, 0, 2048, 2048); // sync texture memory
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Inputs->GetInputSystem()->SetMouseVisibility(!s_runtime_config["FullScreen"].ValueAs<bool>());
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}
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else if (Inputs->uiSaveState->Pressed())
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