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-rw-r--r--source/blender/gpu/intern/gpu_select.c7
1 files changed, 1 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_select.c b/source/blender/gpu/intern/gpu_select.c
index 209496927de..f78191a6f6d 100644
--- a/source/blender/gpu/intern/gpu_select.c
+++ b/source/blender/gpu/intern/gpu_select.c
@@ -109,12 +109,7 @@ void GPU_select_begin(unsigned int *buffer, unsigned int bufsize, const rctf *in
* get rejected before the depth test. Should probably cull rect against
* scissor for viewport but this is a rare case I think */
glGetFloatv(GL_SCISSOR_BOX, viewport);
- if (!input || input->xmin == input->xmax) {
- glViewport(viewport[0], viewport[1], 24, 24);
- }
- else {
- glViewport(viewport[0], viewport[1], (int)(input->xmax - input->xmin), (int)(input->ymax - input->ymin));
- }
+ glViewport(viewport[0], viewport[1], (int)(input->xmax - input->xmin), (int)(input->ymax - input->ymin));
/* occlusion queries operates on fragments that pass tests and since we are interested on all
* objects in the view frustum independently of their order, we need to disable the depth test */