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uniformizing vertex attribute arrays
This commit is contained in:
10
textures.cpp
10
textures.cpp
@@ -465,9 +465,8 @@ void saveFullTexture() {
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bool newmove = false;
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void drawRawTexture() {
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glEnable(GL_TEXTURE_2D);
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glhr::be_textured();
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glcolor2(0xFFFFFF20);
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glhr::color2(0xFFFFFF20);
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glhr::set_modelview(glhr::translate(0, 0, stereo::scrdist));
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glBindTexture(GL_TEXTURE_2D, textureid);
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vector<GLfloat> tver, sver;
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@@ -485,12 +484,9 @@ void drawRawTexture() {
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sver.push_back(y * vid.scrsize);
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sver.push_back(0);
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}
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activateVertexArray(&sver[0], 4);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(3, GL_FLOAT, 0, &tver[0]);
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glhr::vertices(&sver[0], 4);
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glhr::texture_vertices(&tver[0], 4, 3);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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}
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struct magicmapper_point {
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