Fix rendering
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@@ -302,7 +302,7 @@ class Console
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{
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if (!visibles[i] && !showCursor)
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continue;
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petitcom.chScreen2(petitcom.currentDisplay.rect[i].x, petitcom.currentDisplay.rect[i].y, petitcom.currentDisplay.rect[i].w, petitcom.currentDisplay.rect[i].h);
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petitcom.chRenderingDisplay(i);
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int consoleWidth = petitcom.currentDisplay.rect[i].w / fontWidth;
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int consoleHeight = petitcom.currentDisplay.rect[i].h / fontHeight;
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glDisable(GL_TEXTURE_2D);
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@@ -401,7 +401,7 @@ class PetitComputer
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glViewport(x, currentDisplay.windowSize.height - h - y, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(x, x + w, y + h, y, 1024, -2048);
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glOrtho(0, w, h, 0, 1024, -2048);
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}
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void chRenderingDisplay(int i)
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{
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@@ -409,7 +409,10 @@ class PetitComputer
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}
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void chRenderingDisplay(int i, int x, int y, int w, int h)
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{
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chScreen2(currentDisplay.rect[i].x + x, currentDisplay.rect[i].y + y, w, h);
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glViewport(x + currentDisplay.rect[i].x, currentDisplay.windowSize.height - h - y - currentDisplay.rect[i].y, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(x, x + w, y + h, y, 1024, -2048);
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}
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Button[] buttonTable;
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Sprite sprite;
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@@ -464,7 +467,7 @@ class PetitComputer
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{
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display0.x = (resolutionTable[gamepad].width - resolutionTable[tv].width) / 2;
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}
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currentDisplay = Display([display0, display1], Size(std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), std.algorithm.max(resolutionTable[gamepad].height, resolutionTable[tv].height)));
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currentDisplay = Display([display0, display1], Size(std.algorithm.max(resolutionTable[gamepad].width, resolutionTable[tv].width), resolutionTable[gamepad].height + resolutionTable[tv].height));
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xscreenmode = 4;
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}
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displaynum = 0;
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