WINTERMUTE: Remove glShadeModel calls from gles2 renderer shadow volume
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1 changed files with 0 additions and 3 deletions
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@ -107,8 +107,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
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// renderstate is really not needed.
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// renderstate is really not needed.
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glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF);
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glStencilFunc(GL_ALWAYS, 0x1, 0xFFFFFFFF);
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glShadeModel(GL_FLAT);
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// Make sure that no pixels get drawn to the frame buffer
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// Make sure that no pixels get drawn to the frame buffer
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ZERO, GL_ONE);
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glBlendFunc(GL_ZERO, GL_ONE);
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@ -128,7 +126,6 @@ bool ShadowVolumeOpenGLShader::renderToStencilBuffer() {
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// Restore render states
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// Restore render states
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glFrontFace(GL_CCW);
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glFrontFace(GL_CCW);
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glShadeModel(GL_SMOOTH);
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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