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- clear the matrix list after rendering the 2D content.
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2 changed files with 4 additions and 1 deletions
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@ -56,7 +56,7 @@ static int blendstyles[] = { GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALP
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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static int renderops[] = { GL_FUNC_ADD, GL_FUNC_ADD, GL_FUNC_SUBTRACT, GL_FUNC_REVERSE_SUBTRACT };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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int depthf[] = { GL_ALWAYS, GL_LESS, GL_EQUAL, GL_LEQUAL };
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static TArray<VSMatrix> matrixArray;
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TArray<VSMatrix> matrixArray;
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FileReader GetResource(const char* fn)
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FileReader GetResource(const char* fn)
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{
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{
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@ -43,6 +43,8 @@
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#include "flatvertices.h"
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#include "flatvertices.h"
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extern int16_t numshades;
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extern int16_t numshades;
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extern TArray<VSMatrix> matrixArray;
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//===========================================================================
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//===========================================================================
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//
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//
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// Vertex buffer for 2D drawer
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// Vertex buffer for 2D drawer
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@ -227,6 +229,7 @@ void GLInstance::Draw2D(F2DDrawer *drawer)
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EnableBlend(true);
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EnableBlend(true);
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EnableMultisampling(true);
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EnableMultisampling(true);
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SetIdentityMatrix(Matrix_Projection);
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SetIdentityMatrix(Matrix_Projection);
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matrixArray.Resize(1);
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}
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}
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