Disable blending for the upscaled framebuffer
I'd set it to RGB24 instead of RGBA32, but I don't know if there'd be a performance penalty.
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@ -452,6 +452,8 @@ void RenderBackend_HandleWindowResize(size_t width, size_t height)
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if (upscaled_framebuffer.texture == NULL)
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Backend_PrintError("Couldn't regenerate upscaled framebuffer");
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SDL_SetTextureBlendMode(upscaled_framebuffer.texture, SDL_BLENDMODE_NONE);
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// Create rect that forces 4:3 no matter what size the window is
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float window_ratio = (float)width / height;
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float framebuffer_ratio = (float)upscaled_framebuffer.width / upscaled_framebuffer.height;
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