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- fixed: The GL renderer didn't advertise its hardware rendering capabilities for some checks.
- fixed: The closed subsector check was outside the loop it was supposed to be in. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@660 b0f79afe-0144-0410-b225-9a4edf0717df
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5de6e0a590
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2 changed files with 11 additions and 7 deletions
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@ -495,15 +495,18 @@ bool gl_LoadGLSubsectors(FileReader * f, wadlump_t * lump)
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seg_t * seg = &segs[subsectors[i].firstline+j];
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if (seg->linedef==NULL) seg->frontsector = seg->backsector = segs[subsectors[i].firstline].frontsector;
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}
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}
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seg_t *firstseg = &segs[subsectors[i].firstline];
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seg_t *lastseg = &segs[subsectors[i].firstline + subsectors[i].numlines - 1];
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delete [] datab;
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// The subsector must be closed. If it isn't we can't use these nodes and have to do a rebuild.
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return (lastseg->v2 == firstseg->v1);
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if (lastseg->v2 != firstseg->v1)
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{
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delete [] datab;
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return false;
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}
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}
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delete [] datab;
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return true;
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}
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//==========================================================================
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@ -91,6 +91,7 @@ OpenGLFrameBuffer::OpenGLFrameBuffer(int width, int height, int bits, int refres
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DoSetGamma();
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needsetgamma = true;
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swapped = false;
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Accel2D = true;
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if (gl.SetVSync!=NULL) gl.SetVSync(vid_vsync);
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}
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