Fixed potentially broken portal rendering after OpenGL context change
https://forum.zdoom.org/viewtopic.php?t=56393
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3 changed files with 23 additions and 1 deletions
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@ -50,6 +50,7 @@
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#include "gl/data/gl_data.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_portal.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_ambientshader.h"
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#include "gl/shaders/gl_bloomshader.h"
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@ -184,10 +185,14 @@ void FGLRenderer::Initialize(int width, int height)
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mShaderManager = new FShaderManager;
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mSamplerManager = new FSamplerManager;
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gl_LoadModels();
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GLPortal::Initialize();
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}
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FGLRenderer::~FGLRenderer()
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{
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GLPortal::Shutdown();
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gl_FlushModels();
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AActor::DeleteAllAttachedLights();
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FMaterial::FlushAll();
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