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WINTERMUTE: Reset VBO once during init in fixed-function renderer
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@ -247,10 +247,6 @@ void BaseRenderOpenGL3D::setWindowed(bool windowed) {
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}
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void BaseRenderOpenGL3D::fadeToColor(byte r, byte g, byte b, byte a) {
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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setProjection2D();
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const int vertexSize = 16;
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@ -435,6 +431,12 @@ bool BaseRenderOpenGL3D::initRenderer(int width, int height, bool windowed) {
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_simpleShadow[3].u = 1.0f;
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_simpleShadow[3].v = 0.0f;
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// The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us
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// Reset it!
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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return true;
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}
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@ -617,12 +619,6 @@ bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurfaceOpenGL3D &tex, const Wintermute
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bool mirrorX, bool mirrorY) {
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// original wme has a batch mode for sprites, we ignore this for the moment
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// The ShaderSurfaceRenderer sets an array buffer which appearently conflicts with us
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// Reset it!
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_GLES2) || defined(USE_OPENGL_SHADERS)
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if (_forceAlphaColor != 0) {
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color = _forceAlphaColor;
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}
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@ -58,10 +58,6 @@ bool MeshXOpenGL::render(ModelX *model) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, _materials[materialIndex]->_emissive.data);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, _materials[materialIndex]->_shininess);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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if (_materials[materialIndex]->getSurface()) {
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glEnable(GL_TEXTURE_2D);
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static_cast<BaseSurfaceOpenGL3D *>(_materials[materialIndex]->getSurface())->setTexture();
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@ -48,9 +48,6 @@ ShadowVolumeOpenGL::~ShadowVolumeOpenGL() {
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//////////////////////////////////////////////////////////////////////////
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bool ShadowVolumeOpenGL::render() {
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glBindTexture(GL_TEXTURE_2D, 0);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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glEnableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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@ -126,9 +123,6 @@ bool ShadowVolumeOpenGL::renderToScene() {
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_gameRef->_renderer3D->setProjection2D();
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glBindTexture(GL_TEXTURE_2D, 0);
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#if defined(USE_OPENGL_SHADERS)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#endif // defined(USE_OPENGL_SHADERS)
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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