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When drawing the displayed FBO to the screen, always use bilinear.
Might want to make this an option in the future.
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@ -519,6 +519,11 @@ void FramebufferManager::DrawActiveTexture(GLuint texture, float x, float y, flo
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program = draw2dprogram_;
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}
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// Always use linear filtering when stretching a buffer to the screen. Might want to make this
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// an option in the future.
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glsl_bind(program);
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if (program == postShaderProgram_ && timeLoc_ != -1) {
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int flipCount = __DisplayGetFlipCount();
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