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Rewrote gl_rend_state
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@@ -161,8 +161,8 @@ bool light_proj::set(render_data_context& rend_data_ctx, cam_data& cam) {
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rend_data_ctx.state.set_viewport(0, 0, 2048, 512);
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rend_data_ctx.state.enable_depth_test();
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rend_data_ctx.state.set_depth_mask(GL_TRUE);
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glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
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glClearBufferfv(GL_DEPTH, 0, &depth_clear);
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rend_data_ctx.state.clear_buffer(GL_COLOR, 0, (float_t*)&color_clear);
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rend_data_ctx.state.clear_buffer(GL_DEPTH, 0, &depth_clear);
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if (set_mat(rend_data_ctx, cam, false)) {
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rctx_ptr->draw_state->rend_data[rend_data_ctx.index].shader_index = SHADER_FT_SIL;
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@@ -174,8 +174,8 @@ bool light_proj::set(render_data_context& rend_data_ctx, cam_data& cam) {
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draw_texture.SetViewport(rend_data_ctx.state);
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rend_data_ctx.state.enable_depth_test();
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rend_data_ctx.state.set_depth_mask(GL_TRUE);
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glClearBufferfv(GL_COLOR, 0, (float_t*)&color_clear);
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glClearBufferfv(GL_DEPTH, 0, &depth_clear);
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rend_data_ctx.state.clear_buffer(GL_COLOR, 0, (float_t*)&color_clear);
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rend_data_ctx.state.clear_buffer(GL_DEPTH, 0, &depth_clear);
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}
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return false;
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}
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