- moved all 'present' functions into FGLRenderer.
This list of functions contained half of the existing references to the global GLRenderer variable.
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3 changed files with 76 additions and 62 deletions
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@ -157,7 +157,7 @@ void FGLRenderer::Flush()
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FGLDebug::PushGroup("PresentEyes");
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// Note: This here is the ONLY place in the entire engine where the OpenGL dependent parts of the Stereo3D code need to be dealt with.
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// There's absolutely no need to create a overly complex class hierarchy for just this.
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GLRenderer->PresentStereo();
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PresentStereo();
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FGLDebug::PopGroup();
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}
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}
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@ -200,7 +200,7 @@ void FGLRenderer::DrawPresentTexture(const IntRect &box, bool applyGamma)
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{
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glViewport(box.left, box.top, box.width, box.height);
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GLRenderer->mBuffers->BindDitherTexture(1);
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mBuffers->BindDitherTexture(1);
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glActiveTexture(GL_TEXTURE0);
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if (ViewportLinearScale())
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