- it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
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33289ade49
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18 changed files with 195 additions and 1907 deletions
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@ -798,10 +798,10 @@ void FGLRenderer::Flush()
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mBuffers->BindEyeFB(eye_ix);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glScissor(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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m2DDrawer->Draw();
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screen->Draw2D();
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FGLDebug::PopGroup();
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}
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m2DDrawer->Clear();
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screen->Clear2D();
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FGLPostProcessState savedState;
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FGLDebug::PushGroup("PresentEyes");
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@ -818,8 +818,8 @@ void FGLRenderer::Flush()
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void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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{
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m2DDrawer->Draw(); // draw all pending 2D stuff before copying the buffer
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m2DDrawer->Clear();
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screen->Draw2D(); // draw all pending 2D stuff before copying the buffer
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screen->Clear2D();
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mCustomPostProcessShaders->Run("screen");
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