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FREESCAPE: renderer fixes related with glLine
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@ -209,7 +209,7 @@ void OpenGLRenderer::renderCrossair(const Common::Point crossairPosition) {
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useColor(255, 255, 255);
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glLineWidth(8); // It will not work in every OpenGL implementation since the
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glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
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// spec doesn't require support for line widths other than 1
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glEnableClientState(GL_VERTEX_ARRAY);
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copyToVertexArray(0, Math::Vector3d(crossairPosition.x - 3, crossairPosition.y, 0));
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@ -176,7 +176,6 @@ void OpenGLShaderRenderer::renderSensorShoot(byte color, const Math::Vector3d se
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glDrawArrays(GL_LINES, 0, 2);
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glDisableClientState(GL_VERTEX_ARRAY);
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glLineWidth(1);
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glDisable(GL_BLEND);
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@ -261,7 +260,7 @@ void OpenGLShaderRenderer::renderCrossair(const Common::Point crossairPosition)
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useColor(255, 255, 255);
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glLineWidth(8); // It will not work in every OpenGL implementation since the
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glLineWidth(MAX(2, g_system->getWidth() / 192)); // It will not work in every OpenGL implementation since the
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// spec doesn't require support for line widths other than 1
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copyToVertexArray(0, Math::Vector3d(remap(crossairPosition.x - 3, _screenW), remap(_screenH - crossairPosition.y, _screenH), 0));
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