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Fixed love.graphics.clear(colortable) causing crashes in GLES 2.0 when a Canvas is active (resolves issue #1127).
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@@ -461,17 +461,23 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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if (colors.size() == 0)
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return;
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if (states.back().canvases.size() == 0)
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size_t numcanvases = states.back().canvases.size();
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if (numcanvases > 0 && colors.size() != numcanvases)
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throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
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// We want to take the single-color codepath if there's no active Canvas, or
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// if there's only one active Canvas. The multi-color codepath (in the loop
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// below) assumes MRT functions are available, and also may call more
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// expensive GL functions which are unnecessary if only one Canvas is active.
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if (numcanvases <= 1)
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{
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if (colors[0].enabled)
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clear({colors[0].r, colors[0].g, colors[0].b, colors[0].a});
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clear(colors[0].toColor());
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return;
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}
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if (colors.size() != states.back().canvases.size())
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throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
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bool drawbuffermodified = false;
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for (int i = 0; i < (int) colors.size(); i++)
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