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Bug fix: Screen should be clear with opaque black
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@ -93,7 +93,7 @@ func (c *graphicsContext) preUpdate() {
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c.currents = c.currents[0:1]
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c.currents[0] = c.defaultR
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c.PushRenderTarget(c.screen)
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c.Clear()
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c.Fill(color.RGBA{0, 0, 0, 0xff})
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}
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func (c *graphicsContext) postUpdate() {
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@ -101,8 +101,7 @@ func (c *graphicsContext) postUpdate() {
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c.Clear()
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scale := float64(c.screenScale)
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geo := GeometryMatrixI()
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geo.Concat(ScaleGeometry(scale, scale))
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geo := ScaleGeometry(scale, scale)
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DrawWholeTexture(c, c.screen.texture, geo, ColorMatrixI())
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gl.Flush()
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