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Fixes for Raze
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parent
1ae1704df7
commit
d750ac66fa
2 changed files with 5 additions and 5 deletions
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@ -123,12 +123,8 @@ void OpenGLFrameBuffer::InitializeState()
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{
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{
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static bool first=true;
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static bool first=true;
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gl_customshader = false; // Unlikely work with GLSL v1.00
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gl_sort_textures = true; // Faster
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mPipelineNbr = gl_pipeline_depth;
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mPipelineNbr = gl_pipeline_depth;
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InitGLES();
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InitGLES();
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// Move some state to the framebuffer object for easier access.
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// Move some state to the framebuffer object for easier access.
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@ -250,6 +246,8 @@ void OpenGLFrameBuffer::Swap()
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mVertexData->NextPipelineBuffer();
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mVertexData->NextPipelineBuffer();
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RenderState()->SetVertexBuffer(screen->mVertexData); // Needed for Raze because it does not reset it
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Finish.Unclock();
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Finish.Unclock();
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camtexcount = 0;
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camtexcount = 0;
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FHardwareTexture::UnbindAll();
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FHardwareTexture::UnbindAll();
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@ -629,7 +629,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump_, const char *
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shaderData->muTextureModulateColor.Init(shaderData->hShader, "uTextureModulateColor");
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shaderData->muTextureModulateColor.Init(shaderData->hShader, "uTextureModulateColor");
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shaderData->muTextureBlendColor.Init(shaderData->hShader, "uTextureBlendColor");
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shaderData->muTextureBlendColor.Init(shaderData->hShader, "uTextureBlendColor");
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shaderData->muTimer.Init(shaderData->hShader, "timer");
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shaderData->muTimer.Init(shaderData->hShader, "timer");
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#ifdef NPOT_EMULATION
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shaderData->muNpotEmulation.Init(shaderData->hShader, "uNpotEmulation");
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#endif
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shaderData->muFixedColormapStart.Init(shaderData->hShader, "uFixedColormapStart");
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shaderData->muFixedColormapStart.Init(shaderData->hShader, "uFixedColormapStart");
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shaderData->muFixedColormapRange.Init(shaderData->hShader, "uFixedColormapRange");
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shaderData->muFixedColormapRange.Init(shaderData->hShader, "uFixedColormapRange");
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