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Stefan Dösinger authored
SetupForBlit sets up the GL viewport and projection matrix for screen-cordinate access to the framebuffer. These settings were not updated if the other gl states were already set up for blitting. Guild Wars reads back an offscreen rendered texture from the framebuffer, which currently sets up CTXUSAGE_BLIT, then changes the render target, and draws to the texture, which has to be reloaded from system memory before it can be rendered to(since GW loaded some data into it). If the two render targets had different size this failed.
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