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- do not force the tile shades mode for now without re_adding the removed variable.
Much of this needs to be abstracted out but until that part is done this still needs to work properly.
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2 changed files with 3 additions and 1 deletions
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@ -714,6 +714,7 @@ void polymost_glinit()
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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//glEnable(GL_LINE_SMOOTH);
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globalflags |= GLOBAL_NO_GL_TILESHADES; // This re-enables the old fading logic without re-adding the r_usetileshades variable. The entire thing will have to be done on a more abstract level anyway.
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GLInterface.Init();
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GLInterface.mSamplers->SetTextureFilterMode(gltexfiltermode, glanisotropy);
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@ -5295,7 +5296,7 @@ void polymost_drawrooms()
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videoEndDrawing();
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}
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void polymost_drawmaskwall(int32_t damaskwallcnt)
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void (int32_t damaskwallcnt)
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{
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int const z = maskwall[damaskwallcnt];
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uwalltype const * const wal = (uwalltype *)&wall[thewall[z]], *wal2 = (uwalltype *)&wall[wal->point2];
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@ -556,6 +556,7 @@ static MenuEntry_t ME_DISPLAYSETUP_FOV = MAKE_MENUENTRY( "FOV:", &MF_Redfont, &M
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#ifdef USE_OPENGL
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# if !(defined EDUKE32_STANDALONE) || defined POLYMER
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#define TEXFILTER_MENU_OPTIONS
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//POGOTODO: allow filtering again in standalone once indexed colour textures support filtering
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#ifdef TEXFILTER_MENU_OPTIONS
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static char const *MEOSN_DISPLAYSETUP_TEXFILTER[] = { "Classic", "Filtered" };
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