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@@ -19424,8 +19424,8 @@ function WebGLState( gl, extensions, capabilities ) {
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let currentTextureSlot = null;
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let currentBoundTextures = {};
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- const currentScissor = new Vector4();
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- const currentViewport = new Vector4();
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+ const currentScissor = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );
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+ const currentViewport = new Vector4( 0, 0, gl.canvas.width, gl.canvas.height );
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function createTexture( type, target, count ) {
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@@ -20015,6 +20015,9 @@ function WebGLState( gl, extensions, capabilities ) {
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currentPolygonOffsetFactor = null;
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currentPolygonOffsetUnits = null;
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+ currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );
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+ currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );
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+
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colorBuffer.reset();
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depthBuffer.reset();
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stencilBuffer.reset();
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@@ -23245,8 +23248,6 @@ function WebGLRenderer( parameters ) {
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utils = new WebGLUtils( _gl, extensions, capabilities );
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state = new WebGLState( _gl, extensions, capabilities );
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- state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );
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- state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
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info = new WebGLInfo( _gl );
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properties = new WebGLProperties();
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@@ -25058,6 +25059,14 @@ function WebGLRenderer( parameters ) {
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this.resetState = function () {
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+ _framebuffer = null;
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+ _currentActiveCubeFace = 0;
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+ _currentActiveMipmapLevel = 0;
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+ _currentRenderTarget = null;
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+ _currentFramebuffer = null;
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+
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+ _gl.bindFramebuffer( 36160, null );
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+
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state.reset();
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bindingStates.reset();
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