Put HUD drawing back to before applying the video filter.
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@ -2005,18 +2005,21 @@ static void DoDisplay()
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}
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}
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//apply user's filter
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video.filter();
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// draw hud
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aggDraw.hud->clear();
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DoDisplay_DrawHud();
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if (ddhw || ddsw)
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{
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// DirectDraw doesn't support alpha blending, so we must scale and overlay the HUD ourselves.
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T_AGG_RGBA target((u8*)video.buffer, video.prefilterWidth, video.prefilterHeight, video.prefilterWidth * 4);
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target.transformImage(aggDraw.hud->image<T_AGG_PF_RGBA>(), 0, 0, video.prefilterWidth, video.prefilterHeight);
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}
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//apply user's filter
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video.filter();
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if(ddhw || ddsw)
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{
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// DirectDraw doesn't support alpha blending, so we must scale and overlay the HUD ourselves.
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T_AGG_RGBA target((u8*)video.finalBuffer(), video.width, video.height, video.width * 4);
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target.transformImage(aggDraw.hud->image<T_AGG_PF_RGBA>(), 0, 0, video.width, video.height);
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gldisplay.kill();
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DD_DoDisplay();
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}
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