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Disable blend when rendering color buffer to screen
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@@ -758,13 +758,15 @@ public class PGL {
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public void endOnscreenDraw(boolean clear0) {
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if (colorFBO[0] != 0) {
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gl.glDisable(GL.GL_BLEND);
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// Blit the contents of the multisampled FBO into the color FBO:
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gl.glBindFramebuffer(GL2.GL_READ_FRAMEBUFFER, multiFBO[0]);
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gl.glBindFramebuffer(GL2.GL_DRAW_FRAMEBUFFER, colorFBO[0]);
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gl2x.glBlitFramebuffer(0, 0, fboWidth, fboHeight,
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0, 0, fboWidth, fboHeight,
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GL.GL_COLOR_BUFFER_BIT, GL.GL_NEAREST);
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// And finally write the color texture to the screen.
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gl.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0);
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gl.glClearDepth(1);
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