cleanup
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@@ -74,9 +74,7 @@ static bool g_bColorIndexTableWorks = true;
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/* Range and granularity of points and lines: */
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/* Range and granularity of points and lines: */
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float g_line_range[2];
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float g_line_range[2];
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float g_line_granularity;
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float g_point_range[2];
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float g_point_range[2];
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float g_point_granularity;
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/* OpenGL version * 10: */
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/* OpenGL version * 10: */
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int g_glVersion;
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int g_glVersion;
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@@ -89,7 +87,7 @@ static int g_iMaxTextureUnits = 0;
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/* Available extensions: */
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/* Available extensions: */
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set<string> g_glExts;
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set<string> g_glExts;
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/* We don't actually use normals (we don't tunr on lighting), there's just
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/* We don't actually use normals (we don't turn on lighting), there's just
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* no GL_T2F_C4F_V3F. */
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* no GL_T2F_C4F_V3F. */
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const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F;
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const GLenum RageSpriteVertexFormat = GL_T2F_C4F_N3F_V3F;
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@@ -496,9 +494,7 @@ CString RageDisplay_OGL::Init( VideoModeParams p, bool bAllowUnacceleratedRender
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/* Log this, so if people complain that the radar looks bad on their
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/* Log this, so if people complain that the radar looks bad on their
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* system we can compare them: */
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* system we can compare them: */
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glGetFloatv(GL_LINE_WIDTH_RANGE, g_line_range);
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glGetFloatv(GL_LINE_WIDTH_RANGE, g_line_range);
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glGetFloatv(GL_LINE_WIDTH_GRANULARITY, &g_line_granularity);
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glGetFloatv(GL_POINT_SIZE_RANGE, g_point_range);
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glGetFloatv(GL_POINT_SIZE_RANGE, g_point_range);
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glGetFloatv(GL_POINT_SIZE_GRANULARITY, &g_point_granularity);
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InitScalingScript();
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InitScalingScript();
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