Line endings...be normalized!
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-123
@@ -1,123 +1,123 @@
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#include "global.h"
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#include "RageTextureRenderTarget.h"
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#include "RageDisplay.h"
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RageTextureRenderTarget::RageTextureRenderTarget( RageTextureID name, const RenderTargetParam ¶m ):
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RageTexture( name ),
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m_Param( param )
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{
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Create();
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}
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RageTextureRenderTarget::~RageTextureRenderTarget()
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{
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Destroy();
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}
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void RageTextureRenderTarget::Reload()
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{
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Destroy();
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Create();
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}
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/* RageTextureID identifies a file and a mechanism for loading it. We don't use
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* any of that, except as a unique identifier for this texture, so it can be
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* loaded elsewhere. Render targets can't be loaded blindly like a regular
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* texture, anyway, since something has to render into it. */
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void RageTextureRenderTarget::Create()
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{
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/* All render targets support non-power-of-two targets,
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* but some require that the resulting texture dimensions be powers of two.
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* CreateRenderTarget returns the actual resolution. */
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m_iTexHandle = DISPLAY->CreateRenderTarget( m_Param, m_iTextureWidth, m_iTextureHeight );
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m_iSourceWidth = m_Param.iWidth;
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m_iSourceHeight = m_Param.iHeight;
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m_iImageWidth = m_Param.iWidth;
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m_iImageHeight = m_Param.iHeight;
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m_iFramesWide = m_iFramesHigh = 1;
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CreateFrameRects();
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}
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void RageTextureRenderTarget::Destroy()
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{
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DISPLAY->DeleteTexture( m_iTexHandle );
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}
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void RageTextureRenderTarget::BeginRenderingTo( bool bPreserveTexture )
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{
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DISPLAY->SetRenderTarget( m_iTexHandle, bPreserveTexture );
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/* We're rendering to a texture, not the framebuffer.
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* Stash away the centering matrix, and set it to identity. */
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DISPLAY->CenteringPushMatrix();
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DISPLAY->ChangeCentering( 0, 0, 0, 0 );
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// Reset the perspective to fit the new target.
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
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DISPLAY->PushMatrix();
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DISPLAY->LoadIdentity();
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}
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void RageTextureRenderTarget::FinishRenderingTo()
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{
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// Restore the matrixes.
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DISPLAY->CenteringPopMatrix();
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DISPLAY->CameraPopMatrix();
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DISPLAY->PopMatrix();
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DISPLAY->SetRenderTarget( 0 );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the RageTextureRenderTarget. */
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class LunaRageTextureRenderTarget: public Luna<RageTextureRenderTarget>
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{
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public:
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static int BeginRenderingTo( T* p, lua_State *L )
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{
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bool bPreserveTexture = !!luaL_opt( L, lua_toboolean, 1, false );
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p->BeginRenderingTo( bPreserveTexture );
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return 0;
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}
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static int FinishRenderingTo( T* p, lua_State *L ) { p->FinishRenderingTo(); return 0; }
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LunaRageTextureRenderTarget()
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{
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ADD_METHOD( BeginRenderingTo );
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ADD_METHOD( FinishRenderingTo );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( RageTextureRenderTarget, RageTexture )
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// lua end
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/*
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* Copyright (c) 2001-2006 Glenn Maynard, Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "global.h"
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#include "RageTextureRenderTarget.h"
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#include "RageDisplay.h"
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RageTextureRenderTarget::RageTextureRenderTarget( RageTextureID name, const RenderTargetParam ¶m ):
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RageTexture( name ),
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m_Param( param )
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{
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Create();
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}
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RageTextureRenderTarget::~RageTextureRenderTarget()
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{
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Destroy();
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}
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void RageTextureRenderTarget::Reload()
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{
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Destroy();
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Create();
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}
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/* RageTextureID identifies a file and a mechanism for loading it. We don't use
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* any of that, except as a unique identifier for this texture, so it can be
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* loaded elsewhere. Render targets can't be loaded blindly like a regular
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* texture, anyway, since something has to render into it. */
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void RageTextureRenderTarget::Create()
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{
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/* All render targets support non-power-of-two targets,
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* but some require that the resulting texture dimensions be powers of two.
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* CreateRenderTarget returns the actual resolution. */
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m_iTexHandle = DISPLAY->CreateRenderTarget( m_Param, m_iTextureWidth, m_iTextureHeight );
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m_iSourceWidth = m_Param.iWidth;
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m_iSourceHeight = m_Param.iHeight;
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m_iImageWidth = m_Param.iWidth;
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m_iImageHeight = m_Param.iHeight;
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m_iFramesWide = m_iFramesHigh = 1;
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CreateFrameRects();
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}
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void RageTextureRenderTarget::Destroy()
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{
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DISPLAY->DeleteTexture( m_iTexHandle );
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}
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void RageTextureRenderTarget::BeginRenderingTo( bool bPreserveTexture )
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{
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DISPLAY->SetRenderTarget( m_iTexHandle, bPreserveTexture );
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/* We're rendering to a texture, not the framebuffer.
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* Stash away the centering matrix, and set it to identity. */
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DISPLAY->CenteringPushMatrix();
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DISPLAY->ChangeCentering( 0, 0, 0, 0 );
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// Reset the perspective to fit the new target.
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( 0, (float) m_iImageWidth, (float) m_iImageHeight, (float) m_iImageWidth/2, (float) m_iImageHeight/2 ); // 0 FOV = ortho
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DISPLAY->PushMatrix();
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DISPLAY->LoadIdentity();
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}
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void RageTextureRenderTarget::FinishRenderingTo()
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{
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// Restore the matrixes.
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DISPLAY->CenteringPopMatrix();
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DISPLAY->CameraPopMatrix();
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DISPLAY->PopMatrix();
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DISPLAY->SetRenderTarget( 0 );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the RageTextureRenderTarget. */
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class LunaRageTextureRenderTarget: public Luna<RageTextureRenderTarget>
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{
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public:
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static int BeginRenderingTo( T* p, lua_State *L )
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{
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bool bPreserveTexture = !!luaL_opt( L, lua_toboolean, 1, false );
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p->BeginRenderingTo( bPreserveTexture );
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return 0;
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}
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static int FinishRenderingTo( T* p, lua_State *L ) { p->FinishRenderingTo(); return 0; }
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LunaRageTextureRenderTarget()
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{
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ADD_METHOD( BeginRenderingTo );
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ADD_METHOD( FinishRenderingTo );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( RageTextureRenderTarget, RageTexture )
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// lua end
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/*
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* Copyright (c) 2001-2006 Glenn Maynard, Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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