use actual screen resolution and use multiple buffers drawing only when blending is in use
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@@ -48,7 +48,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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{
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if (!canvas->m_canvas->m_layers[layer_index].m_visible ||
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canvas->m_canvas->m_layers[layer_index].m_opacity == .0f ||
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!canvas->m_canvas->m_layers[layer_index].m_dirty_face)
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!canvas->m_canvas->m_layers[layer_index].m_dirty_face[plane_index])
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continue;
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int z = (int)(canvas->m_canvas->m_order.size() - i);
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