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gl_rasterizer: create the texture before applying the state
this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
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@ -94,10 +94,10 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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framebuffer.Create();
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framebuffer.Create();
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// Allocate and bind lighting lut textures
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// Allocate and bind lighting lut textures
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lighting_lut_buffer.Create();
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lighting_lut.Create();
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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state.lighting_lut.texture_buffer = lighting_lut.handle;
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state.Apply();
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state.Apply();
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lighting_lut.Create();
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lighting_lut_buffer.Create();
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBindBuffer(GL_TEXTURE_BUFFER, lighting_lut_buffer.handle);
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glBufferData(GL_TEXTURE_BUFFER,
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glBufferData(GL_TEXTURE_BUFFER,
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sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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sizeof(GLfloat) * 2 * 256 * Pica::LightingRegs::NumLightingSampler, nullptr,
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