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fixed glDepthMask and thus shadows
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@@ -411,6 +411,9 @@ void setGLProjection(color_t col) {
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GLERR("setGLProjection");
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reset_projection();
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glhr::set_depthwrite(true);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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inline int next_p2 (int a )
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