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This can be used for producing even leaner builds for standalone servers. It also provides a nice architecture verification since now using internal OpenGL functions will cause a compilation or linking failure.
11 lines
194 B
C++
11 lines
194 B
C++
#include "grinternal.h"
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bool Rendering_to_shadow_map = false;
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bool Scene_framebuffer_in_frame = false;
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namespace graphics {
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std::unique_ptr<PostProcessingManager> Post_processing_manager;
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}
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