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made CAP_SHADERF work in Windows
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@@ -29,8 +29,6 @@ GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers)
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#endif
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#endif
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bool glew = false;
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renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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valid = false;
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@@ -47,16 +45,6 @@ renderbuffer::renderbuffer(int x, int y, bool gl) : x(x), y(y) {
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if(gl) {
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tx = next_p2(x);
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ty = next_p2(y);
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#if CAP_GLEW
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if(!glew) {
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glew = true;
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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addMessage("Failed to initialize GLEW");
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return;
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}
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}
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#endif
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FramebufferName = renderedTexture = depth_stencil_rb = 0;
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glGenFramebuffers(1, &FramebufferName); //
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