remove separate glow modes
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@@ -1344,31 +1344,27 @@ void RageDisplay_OGL::SetTextureModeModulate()
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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(GlowMode m)
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void RageDisplay_OGL::SetTextureModeGlow()
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{
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if(m == GLOW_WHITEN && !g_bEXT_texture_env_combine)
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m = GLOW_BRIGHTEN; /* we can't do GLOW_WHITEN */
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switch(m)
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if( !g_bEXT_texture_env_combine )
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{
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case GLOW_BRIGHTEN:
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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 GLOW_WHITEN:
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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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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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}
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void RageDisplay_OGL::SetTextureModeAdd()
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