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uniformizing vertex attribute arrays
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@@ -501,12 +501,9 @@ bool gl_print(int x, int y, int shift, int size, const char *s, int color, int a
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glfont_t& f(*glfont[gsiz]);
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glDisable(GL_LIGHTING);
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glEnable(GL_TEXTURE_2D);
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glhr::be_textured();
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glcolor2((color << 8) | 0xFF);
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glhr::color2((color << 8) | 0xFF);
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int tsize = 0;
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@@ -537,13 +534,11 @@ bool gl_print(int x, int y, int shift, int size, const char *s, int color, int a
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tver[1] = tver[10] = -hi;
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tver[6] = tver[9] = wi;
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tver[12+4] = tver[12+7] = fy;
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tver[12+6] = tver[12+9] = fx;
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activateVertexArray(tver, 8);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, 0, &tver[12]);
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tver[12+3] = tver[12+5] = fy;
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tver[12+4] = tver[12+6] = fx;
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glhr::vertices(tver, 4);
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glhr::texture_vertices(tver+12, 4);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if(stereo::active() && shift) stereo::set_mask(0);
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@@ -553,8 +548,6 @@ bool gl_print(int x, int y, int shift, int size, const char *s, int color, int a
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x += wi;
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}
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glDisable(GL_TEXTURE_2D);
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return clicked;
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}
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#endif
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@@ -900,7 +893,7 @@ void drawCircle(int x, int y, int size, int color) {
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glhr::be_nontextured();
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glhr::set_modelview(glhr::id());
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qglcoords = 0;
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glcolor2(color);
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glhr::color2(color);
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x -= vid.xcenter; y -= vid.ycenter;
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int pts = size * 4;
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if(pts > 1500) pts = 1500;
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