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https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 23:12:24 +00:00
- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.
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parent
03916d75de
commit
412d6499d9
4 changed files with 7 additions and 152 deletions
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@ -899,16 +899,3 @@ bool gl_IsHUDModelForPlayerAvailable (player_t * player)
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return ( smf != NULL );
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}
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//===========================================================================
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//
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// gl_CleanModelData
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//
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//===========================================================================
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void gl_CleanModelData()
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{
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for (unsigned i=0;i<Models.Size(); i++)
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{
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Models[i]->CleanGLData();
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}
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}
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@ -30,8 +30,6 @@ public:
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virtual bool Load(const char * fn, int lumpnum, const char * buffer, int length) = 0;
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virtual int FindFrame(const char * name) = 0;
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0) = 0;
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virtual void MakeGLData() {}
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virtual void CleanGLData() {}
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@ -274,7 +272,6 @@ protected:
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bool mOwningVoxel; // if created through MODELDEF deleting this object must also delete the voxel object
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TArray<FVoxelVertex> mVertices;
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TArray<unsigned int> mIndices;
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FVoxelVertexBuffer *mVBO;
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FTexture *mPalette;
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void MakeSlabPolys(int x, int y, kvxslab_t *voxptr, FVoxelMap &check);
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@ -286,8 +283,6 @@ public:
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~FVoxelModel();
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bool Load(const char * fn, int lumpnum, const char * buffer, int length);
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void Initialize();
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void MakeGLData();
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void CleanGLData();
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virtual int FindFrame(const char * name);
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virtual void RenderFrame(FTexture * skin, int frame, int frame2, double inter, int translation=0);
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FTexture *GetPaletteTexture() const { return mPalette; }
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@ -345,6 +340,5 @@ void gl_RenderModel(GLSprite * spr);
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// [BB] HUD weapon model rendering functions.
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void gl_RenderHUDModel(pspdef_t *psp, fixed_t ofsx, fixed_t ofsy);
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bool gl_IsHUDModelForPlayerAvailable (player_t * player);
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void gl_CleanModelData();
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#endif
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@ -203,92 +203,6 @@ int FVoxelTexture::CopyTrueColorPixels(FBitmap *bmp, int x, int y, int rotate, F
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return 0;
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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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class FVoxelVertexBuffer : public FVertexBuffer
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{
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unsigned int ibo_id;
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bool isint;
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public:
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FVoxelVertexBuffer(TArray<FVoxelVertex> &verts, TArray<unsigned int> &indices);
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~FVoxelVertexBuffer();
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void BindVBO();
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bool IsInt() const { return isint; }
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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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FVoxelVertexBuffer::FVoxelVertexBuffer(TArray<FVoxelVertex> &verts, TArray<unsigned int> &indices)
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{
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ibo_id = 0;
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glGenBuffers(1, &ibo_id);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBufferData(GL_ARRAY_BUFFER, verts.Size() * sizeof(FVoxelVertex), &verts[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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if (verts.Size() > 65535)
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{
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.Size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
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isint = true;
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}
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else
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{
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unsigned short *sbuffer = new unsigned short[indices.Size()];
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for(unsigned i=0;i<indices.Size();i++)
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{
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sbuffer[i] = (unsigned short)indices[i];
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.Size() * sizeof(unsigned short), sbuffer, GL_STATIC_DRAW);
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delete [] sbuffer;
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isint = false;
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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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//===========================================================================
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FVoxelVertexBuffer::~FVoxelVertexBuffer()
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{
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if (ibo_id != 0)
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{
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glDeleteBuffers(1, &ibo_id);
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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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//===========================================================================
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#define VVO ((FVoxelVertex*)NULL)
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void FVoxelVertexBuffer::BindVBO()
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{
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glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_id);
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glVertexPointer(3,GL_FLOAT, sizeof(FVoxelVertex), &VVO->x);
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glTexCoordPointer(2,GL_FLOAT, sizeof(FVoxelVertex), &VVO->u);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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//===========================================================================
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//
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//
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@ -299,7 +213,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
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{
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mVoxel = voxel;
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mOwningVoxel = owned;
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mVBO = NULL;
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mPalette = new FVoxelTexture(voxel);
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Initialize();
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}
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@ -312,7 +225,6 @@ FVoxelModel::FVoxelModel(FVoxel *voxel, bool owned)
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FVoxelModel::~FVoxelModel()
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{
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CleanGLData();
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delete mPalette;
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if (mOwningVoxel) delete mVoxel;
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}
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@ -459,32 +371,6 @@ bool FVoxelModel::Load(const char * fn, int lumpnum, const char * buffer, int le
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return false; // not needed
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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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void FVoxelModel::MakeGLData()
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{
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mVBO = new FVoxelVertexBuffer(mVertices, mIndices);
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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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void FVoxelModel::CleanGLData()
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{
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if (mVBO != NULL)
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{
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delete mVBO;
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mVBO = NULL;
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}
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}
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//===========================================================================
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//
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// Voxels don't have frames so always return 0
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@ -507,16 +393,6 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
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FMaterial * tex = FMaterial::ValidateTexture(skin);
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tex->Bind(0, translation);
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if (mVBO == NULL) MakeGLData();
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if (mVBO != NULL)
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{
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gl_RenderState.SetVertexBuffer(mVBO);
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gl_RenderState.Apply();
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glDrawElements(GL_QUADS, mIndices.Size(), mVBO->IsInt() ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
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gl_RenderState.SetVertexBuffer(GLRenderer->mVBO);
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}
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else
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{
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gl_RenderState.Apply();
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glBegin(GL_QUADS);
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for (unsigned i = 0; i < mIndices.Size(); i++)
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@ -526,6 +402,5 @@ void FVoxelModel::RenderFrame(FTexture * skin, int frame, int frame2, double int
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glVertex3fv(&vert->x);
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}
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glEnd();
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}
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}
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@ -118,7 +118,6 @@ void FGLRenderer::Initialize()
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FGLRenderer::~FGLRenderer()
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{
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gl_CleanModelData();
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gl_DeleteAllAttachedLights();
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FMaterial::FlushAll();
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//if (mThreadManager != NULL) delete mThreadManager;
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