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https://github.com/ZDoom/gzdoom.git
synced 2024-11-14 08:31:23 +00:00
- renamed some stuff that clashed with gl function names.
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77d9d9b2a5
commit
c1d8f235c2
3 changed files with 25 additions and 25 deletions
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@ -40,7 +40,7 @@ VSMatrix::setIdentityMatrix( FLOATTYPE *mat, int size) {
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// glLoadIdentity implementation
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// gl LoadIdentity implementation
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void
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void
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VSMatrix::loadIdentity()
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VSMatrix::loadIdentity()
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{
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{
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@ -54,7 +54,7 @@ VSMatrix::loadIdentity()
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}
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}
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// glMultMatrix implementation
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// gl MultMatrix implementation
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void
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void
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VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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{
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{
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@ -76,7 +76,7 @@ VSMatrix::multMatrix(const FLOATTYPE *aMatrix)
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}
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}
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#ifdef USE_DOUBLE
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#ifdef USE_DOUBLE
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// glMultMatrix implementation
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// gl MultMatrix implementation
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void
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void
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VSMatrix::multMatrix(const float *aMatrix)
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VSMatrix::multMatrix(const float *aMatrix)
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{
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{
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@ -100,7 +100,7 @@ VSMatrix::multMatrix(const float *aMatrix)
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// glLoadMatrix implementation
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// gl LoadMatrix implementation
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void
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void
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VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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{
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{
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@ -108,7 +108,7 @@ VSMatrix::loadMatrix(const FLOATTYPE *aMatrix)
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}
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}
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#ifdef USE_DOUBLE
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#ifdef USE_DOUBLE
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// glLoadMatrix implementation
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// gl LoadMatrix implementation
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void
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void
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VSMatrix::loadMatrix(const float *aMatrix)
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VSMatrix::loadMatrix(const float *aMatrix)
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{
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{
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@ -265,7 +265,7 @@ VSMatrix::perspective(FLOATTYPE fov, FLOATTYPE ratio, FLOATTYPE nearp, FLOATTYPE
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}
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}
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// glOrtho implementation
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// gl Ortho implementation
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void
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void
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VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE bottom, FLOATTYPE top,
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@ -282,7 +282,7 @@ VSMatrix::ortho(FLOATTYPE left, FLOATTYPE right,
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}
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}
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// glFrustum implementation
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// gl Frustum implementation
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void
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void
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VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
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VSMatrix::frustum(FLOATTYPE left, FLOATTYPE right,
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FLOATTYPE bottom, FLOATTYPE top,
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FLOATTYPE bottom, FLOATTYPE top,
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@ -74,11 +74,9 @@ void FRenderState::Reset()
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mDesaturation = 0;
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mDesaturation = 0;
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mSrcBlend = GL_SRC_ALPHA;
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mSrcBlend = GL_SRC_ALPHA;
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mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
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mDstBlend = GL_ONE_MINUS_SRC_ALPHA;
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glSrcBlend = glDstBlend = -1;
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mAlphaThreshold = 0.5f;
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mAlphaThreshold = 0.5f;
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mBlendEquation = GL_FUNC_ADD;
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mBlendEquation = GL_FUNC_ADD;
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mObjectColor = 0xffffffff;
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mObjectColor = 0xffffffff;
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glBlendEquation = -1;
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m2D = true;
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m2D = true;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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mVertexBuffer = mCurrentVertexBuffer = NULL;
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mColormapState = CM_DEFAULT;
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mColormapState = CM_DEFAULT;
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@ -86,6 +84,10 @@ void FRenderState::Reset()
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mSpecialEffect = EFF_NONE;
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mSpecialEffect = EFF_NONE;
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mClipHeightTop = 65536.f;
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mClipHeightTop = 65536.f;
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mClipHeightBottom = -65536.f;
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mClipHeightBottom = -65536.f;
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stSrcBlend = stDstBlend = -1;
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stBlendEquation = -1;
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stAlphaThreshold = -1.f;
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}
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}
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//==========================================================================
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//==========================================================================
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@ -140,9 +142,9 @@ bool FRenderState::ApplyShader()
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#ifndef CORE_PROFILE
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#ifndef CORE_PROFILE
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if (!(gl.flags & RFL_COREPROFILE))
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if (!(gl.flags & RFL_COREPROFILE))
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{
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{
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if (mAlphaThreshold != glAlphaThreshold)
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if (mAlphaThreshold != stAlphaThreshold)
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{
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{
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glAlphaThreshold = mAlphaThreshold;
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stAlphaThreshold = mAlphaThreshold;
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if (mAlphaThreshold < 0.f)
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if (mAlphaThreshold < 0.f)
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{
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{
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_ALPHA_TEST);
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@ -150,7 +152,7 @@ bool FRenderState::ApplyShader()
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else
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else
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{
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{
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, mAlphaThreshold);
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glAlphaFunc(GL_GREATER, mAlphaThreshold * mColor.vec[3]);
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}
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}
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}
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}
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}
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}
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@ -271,16 +273,16 @@ void FRenderState::Apply()
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{
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{
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if (!gl_direct_state_change)
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if (!gl_direct_state_change)
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{
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{
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if (mSrcBlend != glSrcBlend || mDstBlend != glDstBlend)
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if (mSrcBlend != stSrcBlend || mDstBlend != stDstBlend)
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{
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{
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glSrcBlend = mSrcBlend;
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stSrcBlend = mSrcBlend;
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glDstBlend = mDstBlend;
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stDstBlend = mDstBlend;
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glBlendFunc(mSrcBlend, mDstBlend);
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glBlendFunc(mSrcBlend, mDstBlend);
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}
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}
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if (mBlendEquation != glBlendEquation)
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if (mBlendEquation != stBlendEquation)
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{
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{
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glBlendEquation = mBlendEquation;
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stBlendEquation = mBlendEquation;
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::glBlendEquation(mBlendEquation);
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glBlendEquation(mBlendEquation);
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}
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}
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}
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}
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@ -75,12 +75,10 @@ class FRenderState
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int mEffectState;
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int mEffectState;
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int mColormapState;
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int mColormapState;
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float glAlphaThreshold;
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float stAlphaThreshold;
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bool glClipOn;
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int stSrcBlend, stDstBlend;
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bool stAlphaTest;
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int glSrcBlend, glDstBlend;
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int stBlendEquation;
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bool glAlphaTest;
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int glBlendEquation;
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bool ApplyShader();
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bool ApplyShader();
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@ -299,7 +297,7 @@ public:
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}
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}
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else
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else
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{
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{
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::glBlendEquation(eq);
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glBlendEquation(eq);
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}
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}
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}
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}
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