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- add gl_texture
CVAR to glbackend à la GZDoom.
* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc. * Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
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1 changed files with 3 additions and 1 deletions
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@ -50,6 +50,8 @@
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#include "hw_renderstate.h"
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#include "hw_renderstate.h"
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#include "hw_cvars.h"
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#include "hw_cvars.h"
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CVAR(Bool, gl_texture, true, 0)
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F2DDrawer twodpsp;
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F2DDrawer twodpsp;
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static int BufferLock = 0;
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static int BufferLock = 0;
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@ -167,7 +169,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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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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state.EnableTexture(true);
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state.EnableTexture(gl_texture);
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state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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state.SetMaterial(mMaterial.mMaterial, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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}
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}
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/* todo: bind indexed textures */
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/* todo: bind indexed textures */
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