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GPU: Fix texcoord off-by-one error in rectangles
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@ -221,8 +221,7 @@ void GPU_HW_OpenGL::CreateVertexBuffer()
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glVertexAttribIPointer(0, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, x)));
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glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, color)));
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glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, true, sizeof(HWVertex),
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reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
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glVertexAttribIPointer(2, 2, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texcoord)));
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glVertexAttribIPointer(3, 1, GL_INT, sizeof(HWVertex), reinterpret_cast<void*>(offsetof(HWVertex, texpage)));
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glBindVertexArray(0);
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@ -289,7 +288,7 @@ bool GPU_HW_OpenGL::CompileProgram(GL::Program& prog, TransparencyRenderMode tra
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prog.BindAttribute(1, "a_col0");
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if (textured)
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{
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prog.BindAttribute(2, "a_tex0");
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prog.BindAttribute(2, "a_texcoord");
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prog.BindAttribute(3, "a_texpage");
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}
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