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fixes to projection streamlining
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@@ -191,9 +191,6 @@ void glflush() {
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glhr::color2(text_color);
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glhr::set_depthtest(false);
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for(int ed = (current_display->stereo_active() && text_shift)?-1:0; ed<2; ed+=2) {
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if(vid.scale < 0)
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glhr::set_modelview(glhr::translate(-ed*text_shift-current_display->xcenter,-current_display->ycenter, current_display->scrdist_text) * glhr::scale(-1,-1,-1));
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else
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glhr::set_modelview(glhr::translate(-ed*text_shift-current_display->xcenter,-current_display->ycenter, current_display->scrdist_text));
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current_display->set_mask(ed);
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@@ -1035,7 +1032,7 @@ void dqi_poly::draw() {
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} */
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#if CAP_GL
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if(vid.usingGL && shaderside_projection) {
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if(vid.usingGL && (current_display->set_all(global_projection), shaderside_projection)) {
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glLineWidth(get_width(this));
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flags &= ~POLY_INVERSE;
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gldraw();
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@@ -1521,7 +1518,7 @@ void draw_main() {
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void drawqueue() {
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callhooks(hook_drawqueue);
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reset_projection(); current_display->set_all(0);
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reset_projection();
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// reset_projection() is not sufficient here, because we need to know shaderside_projection
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#if CAP_GL
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