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gl_rasterizer: Reset normal map flag each draw (#6636)
* Fixes normal maps leaking draws
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@ -487,6 +487,7 @@ bool RasterizerOpenGL::Draw(bool accelerate, bool is_indexed) {
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}
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}
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res_cache.InvalidateFramebuffer(framebuffer);
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res_cache.InvalidateFramebuffer(framebuffer);
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use_custom_normal = false;
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return succeeded;
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return succeeded;
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}
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}
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@ -581,7 +582,7 @@ void RasterizerOpenGL::BindTextureCube(const Pica::TexturingRegs::FullTextureCon
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}
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}
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void RasterizerOpenGL::BindMaterial(u32 texture_index, Surface& surface) {
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void RasterizerOpenGL::BindMaterial(u32 texture_index, Surface& surface) {
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if (!surface.IsCustom() || texture_index != 0) {
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if (!surface.IsCustom()) {
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return;
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return;
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}
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}
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@ -599,11 +600,6 @@ void RasterizerOpenGL::BindMaterial(u32 texture_index, Surface& surface) {
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}
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}
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bind_texture(TextureUnits::TextureNormalMap, surface.Handle(2), sampler);
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bind_texture(TextureUnits::TextureNormalMap, surface.Handle(2), sampler);
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use_custom_normal = true;
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use_custom_normal = true;
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} else {
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if (use_custom_normal) {
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bind_texture(TextureUnits::TextureNormalMap, 0, 0);
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}
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use_custom_normal = false;
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}
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}
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}
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}
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