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Set GE_CMD_SCISSOR1/2 with FLAG_EXECUTE
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@ -144,8 +144,10 @@ static const CommandTableEntry commandTable[] = {
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{GE_CMD_TEXENVCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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// Simple render state changes. Handled in StateMapping.cpp.
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{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_SCISSOR1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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{GE_CMD_SCISSOR2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULL, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_CULLFACEENABLE, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_DITHERENABLE, FLAG_FLUSHBEFOREONCHANGE},
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@ -196,9 +198,6 @@ static const CommandTableEntry commandTable[] = {
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{GE_CMD_VIEWPORTZ1, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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{GE_CMD_VIEWPORTZ2, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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{GE_CMD_OFFSETX, FLAG_FLUSHBEFOREONCHANGE},
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{GE_CMD_OFFSETY, FLAG_FLUSHBEFOREONCHANGE},
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// These dirty various vertex shader uniforms. Could embed information about that in this table and call dirtyuniform directly, hm...
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{GE_CMD_AMBIENTCOLOR, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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{GE_CMD_AMBIENTALPHA, FLAG_FLUSHBEFOREONCHANGE | FLAG_EXECUTE},
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