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Use gl_pipeline_depth in normal GL renderer
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@ -65,6 +65,7 @@ EXTERN_CVAR (Bool, vid_vsync)
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EXTERN_CVAR(Bool, r_drawvoxels)
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EXTERN_CVAR(Int, gl_tonemap)
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EXTERN_CVAR(Bool, cl_capfps)
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EXTERN_CVAR(Int, gl_pipeline_depth);
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void gl_LoadExtensions();
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void gl_PrintStartupLog();
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@ -133,6 +134,8 @@ void OpenGLFrameBuffer::InitializeState()
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gl_LoadExtensions();
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mPipelineNbr = gl_pipeline_depth;
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// Move some state to the framebuffer object for easier access.
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hwcaps = gl.flags;
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glslversion = gl.glslversion;
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