- make the shader timer part of the render state.
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5 changed files with 12 additions and 48 deletions
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@ -737,7 +737,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
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int maxbound = 0;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
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gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
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else if (clampmode != -1) clampmode &= 3;
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@ -784,7 +784,7 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
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int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
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int maxbound = 0;
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gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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gl_RenderState.SetShader(shaderindex, tex->gl_info.shaderspeed);
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const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, alphatexture);
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// The only multitexture effect usable on sprites is the brightmap.
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