merge SetTextureMode functions
This commit is contained in:
@@ -203,9 +203,10 @@ public:
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virtual void ClearAllTextures() = 0;
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virtual int GetNumTextureUnits() = 0;
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virtual void SetTexture( TextureUnit tu, unsigned iTexture ) = 0;
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virtual void SetTextureModeModulate() = 0;
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virtual void SetTextureModeGlow() = 0;
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virtual void SetTextureModeAdd() = 0;
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virtual void SetTextureMode( TextureMode tm ) = 0;
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void SetTextureModeModulate() { SetTextureMode( TextureMode_Modulate ); }
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void SetTextureModeGlow() { SetTextureMode( TextureMode_Glow ); }
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void SetTextureModeAdd() { SetTextureMode( TextureMode_Add ); }
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virtual void SetTextureWrapping( bool b ) = 0;
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virtual int GetMaxTextureSize() const = 0;
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virtual void SetTextureFiltering( bool b ) = 0;
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@@ -1155,46 +1155,42 @@ void RageDisplay_D3D::SetTexture( TextureUnit tu, unsigned iTexture )
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SetPalette( iTexture );
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}
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}
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void RageDisplay_D3D::SetTextureModeModulate()
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void RageDisplay_D3D::SetTextureMode( TextureMode tm )
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{
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
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// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
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switch( tm )
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{
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case TextureMode_Modulate:
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// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
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// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeGlow()
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{
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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void RageDisplay_D3D::SetTextureModeAdd()
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{
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if( g_currentTextureUnit >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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break;
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case TextureMode_Add:
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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break;
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case TextureMode_Glow:
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_currentTextureUnit, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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break;
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}
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}
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void RageDisplay_D3D::SetTextureFiltering( bool b )
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@@ -36,9 +36,7 @@ public:
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void ClearAllTextures();
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int GetNumTextureUnits();
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void SetTexture( TextureUnit tu, unsigned iTexture );
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void SetTextureModeModulate();
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void SetTextureModeGlow();
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void SetTextureModeAdd();
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void SetTextureMode( TextureMode tm );
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void SetTextureWrapping( bool b );
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int GetMaxTextureSize() const;
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void SetTextureFiltering( bool b);
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@@ -33,9 +33,7 @@ public:
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void ClearAllTextures() { }
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int GetNumTextureUnits() { return 1; }
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void SetTexture( TextureUnit tu, unsigned iTexture ) { }
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void SetTextureModeModulate() { }
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void SetTextureModeGlow() { }
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void SetTextureModeAdd() { }
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void SetTextureMode( TextureMode tm ) { }
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void SetTextureWrapping( bool b ) { }
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int GetMaxTextureSize() const { return 2048; }
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void SetTextureFiltering( bool b) { }
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@@ -1411,37 +1411,38 @@ void RageDisplay_OGL::SetTexture( TextureUnit tu, unsigned iTexture )
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}
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}
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void RageDisplay_OGL::SetTextureModeModulate()
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void RageDisplay_OGL::SetTextureMode( TextureMode tm )
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{
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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}
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void RageDisplay_OGL::SetTextureModeGlow()
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{
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if( !GLExt.m_bARB_texture_env_combine && !GLExt.m_bEXT_texture_env_combine )
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switch( tm )
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{
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/* This is changing blend state, instead of texture state, which isn't
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* great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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return;
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case TextureMode_Modulate:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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break;
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case TextureMode_Add:
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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case TextureMode_Glow:
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if( !GLExt.m_bARB_texture_env_combine && !GLExt.m_bEXT_texture_env_combine )
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{
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/* This is changing blend state, instead of texture state, which isn't
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* great, but it's better than doing nothing. */
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glBlendFunc( GL_SRC_ALPHA, GL_ONE );
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return;
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}
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/* Source color is the diffuse color only: */
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT );
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/* Source alpha is texture alpha * diffuse alpha: */
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE );
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break;
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}
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/* Source color is the diffuse color only: */
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_RGB_EXT), GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_RGB_EXT), GL_PRIMARY_COLOR_EXT );
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/* Source alpha is texture alpha * diffuse alpha: */
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_COMBINE_ALPHA_EXT), GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND0_ALPHA_EXT), GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE0_ALPHA_EXT), GL_PRIMARY_COLOR_EXT );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_OPERAND1_ALPHA_EXT), GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GLenum(GL_SOURCE1_ALPHA_EXT), GL_TEXTURE );
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}
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void RageDisplay_OGL::SetTextureModeAdd()
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD);
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}
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void RageDisplay_OGL::SetTextureFiltering( bool b )
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@@ -43,9 +43,7 @@ public:
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void ClearAllTextures();
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int GetNumTextureUnits();
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void SetTexture( TextureUnit tu, unsigned iTexture );
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void SetTextureModeModulate();
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void SetTextureModeGlow();
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void SetTextureModeAdd();
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void SetTextureMode( TextureMode tm );
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void SetTextureWrapping( bool b );
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int GetMaxTextureSize() const;
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void SetTextureFiltering( bool b);
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