clear world matrix
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@@ -57,6 +57,9 @@ void RageTextureRenderTarget::BeginRenderingTo( bool bPreserveTexture )
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// Reset the perspective to fit the new target.
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// Reset the perspective to fit the new target.
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DISPLAY->CameraPushMatrix();
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
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DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
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DISPLAY->PushMatrix();
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DISPLAY->LoadIdentity();
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}
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}
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void RageTextureRenderTarget::FinishRenderingTo()
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void RageTextureRenderTarget::FinishRenderingTo()
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@@ -64,6 +67,7 @@ void RageTextureRenderTarget::FinishRenderingTo()
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// Restore the matrixes.
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// Restore the matrixes.
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DISPLAY->CenteringPopMatrix();
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DISPLAY->CenteringPopMatrix();
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DISPLAY->CameraPopMatrix();
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DISPLAY->CameraPopMatrix();
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DISPLAY->PopMatrix();
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DISPLAY->SetRenderTarget( 0 );
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DISPLAY->SetRenderTarget( 0 );
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}
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}
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