- moved GLEXT API out of RenderContext struct.
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26943fe3fd
commit
2885056f46
35 changed files with 384 additions and 353 deletions
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@ -57,6 +57,7 @@
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#include "p_local.h"
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#include "gl/gl_functions.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_lightdata.h"
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@ -266,11 +267,11 @@ void FGLRenderer::SetViewMatrix(bool mirror, bool planemirror)
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{
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if (gl.shadermodel >= 4)
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{
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gl.ActiveTexture(GL_TEXTURE7);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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}
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gl.ActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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@ -441,7 +442,7 @@ void FGLRenderer::RenderScene(int recursion)
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{
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gl_RenderState.BlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_EQUAL);
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if (glset.lightmode == 8) gl.VertexAttrib1f(VATTR_LIGHTLEVEL, 1.0f); // Korshun.
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if (glset.lightmode == 8) glVertexAttrib1f(VATTR_LIGHTLEVEL, 1.0f); // Korshun.
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for(int i=GLDL_FIRSTLIGHT; i<=GLDL_LASTLIGHT; i++)
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{
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gl_drawinfo->drawlists[i].Draw(GLPASS_LIGHT);
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