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* Fix #17339. Poor visuals due to scalling incorrectly Mistake made during refactor meant that the scaleing framebuffers were kept enabled even though at integer numbers of scale they are not meant to be used. * Update changelog
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@@ -444,6 +444,8 @@ private:
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{
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// Re-create screen framebuffer
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_screenFramebuffer = std::make_unique<OpenGLFramebuffer>(_window);
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_smoothScaleFramebuffer.reset();
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_scaleFramebuffer.reset();
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if (GetContext()->GetUiContext()->GetScaleQuality() != ScaleQuality::NearestNeighbour)
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{
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_scaleFramebuffer = std::make_unique<OpenGLFramebuffer>(_width, _height, false, false);
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