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@@ -94,7 +94,7 @@ begin_frame(FrameMode mode, Thread *current_thread) {
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begin_render_texture();
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clear_cube_map_selection();
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}
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-
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+
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_gsg->set_current_properties(&get_fb_properties());
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return _gsg->begin_frame(current_thread);
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}
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@@ -378,6 +378,8 @@ close_buffer() {
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dx_texture_context8 -> _d3d_2d_texture = NULL;
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dx_texture_context8 -> _d3d_volume_texture = NULL;
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dx_texture_context8 -> _d3d_cube_texture = NULL;
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+
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+ _dx_texture_context8 = NULL;
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}
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// release new depth stencil buffer if one was created
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@@ -385,7 +387,7 @@ close_buffer() {
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this -> _new_z_stencil_surface -> Release ( );
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this -> _new_z_stencil_surface = NULL;
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}
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-
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+
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_gsg.clear();
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_active = false;
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}
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