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TINYGL: Cleanup variable types for context states
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@ -70,34 +70,34 @@ void GLContext::glopEnableDisable(GLParam *p) {
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switch (code) {
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case TGL_CULL_FACE:
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cull_face_enabled = v;
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cull_face_enabled = v != 0;
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break;
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case TGL_LIGHTING:
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lighting_enabled = v;
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lighting_enabled = v != 0;
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break;
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case TGL_COLOR_MATERIAL:
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color_material_enabled = v;
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color_material_enabled = v != 0;
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break;
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case TGL_FOG:
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fog_enabled = v;
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fog_enabled = v != 0;
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break;
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case TGL_TEXTURE_2D:
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texture_2d_enabled = v;
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texture_2d_enabled = v != 0;
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break;
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case TGL_NORMALIZE:
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normalize_enabled = v;
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normalize_enabled = v != 0;
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break;
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case TGL_DEPTH_TEST:
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depth_test_enabled = v;
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depth_test_enabled = v != 0;
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break;
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case TGL_ALPHA_TEST:
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alpha_test_enabled = v;
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alpha_test_enabled = v != 0;
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break;
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case TGL_STENCIL_TEST:
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stencil_test_enabled = v;
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stencil_test_enabled = v != 0;
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break;
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case TGL_BLEND:
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blending_enabled = v;
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blending_enabled = v != 0;
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break;
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case TGL_POLYGON_OFFSET_FILL:
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if (v)
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@ -284,12 +284,12 @@ struct GLContext {
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GLLight *first_light;
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Vector4 ambient_light_model;
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int local_light_model;
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int lighting_enabled;
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bool lighting_enabled;
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int light_model_two_side;
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// materials
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GLMaterial materials[2];
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int color_material_enabled;
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bool color_material_enabled;
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int current_color_material_mode;
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int current_color_material_type;
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@ -333,8 +333,8 @@ struct GLContext {
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int current_front_face;
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int current_shade_model;
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int current_cull_face;
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int cull_face_enabled;
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int normalize_enabled;
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bool cull_face_enabled;
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bool normalize_enabled;
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gl_draw_triangle_func draw_triangle_front, draw_triangle_back;
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// selection
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