[opengl] More style cleanup. Last commit for the night.
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+12
-12
@@ -1554,7 +1554,7 @@ void RageDisplay_Legacy::ClearAllTextures()
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// HACK: Reset the active texture to 0.
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// TODO: Change all texture functions to take a stage number.
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if (glActiveTextureARB)
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if (GLEW_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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@@ -1607,31 +1607,31 @@ void RageDisplay_Legacy::SetTextureMode( TextureUnit tu, TextureMode tm )
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// and this is glowmode,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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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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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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}
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void RageDisplay_Legacy::SetTextureFiltering( TextureUnit tu, bool b )
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{
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b? GL_LINEAR: GL_NEAREST );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, b ? GL_LINEAR : GL_NEAREST);
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GLint iMinFilter;
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if (b)
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{
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GLint iWidth1 = -1;
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GLint iWidth2 = -1;
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1 );
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glGetTexLevelParameteriv( GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2 );
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &iWidth1);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, 1, GL_TEXTURE_WIDTH, &iWidth2);
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if (iWidth1 > 1 && iWidth2 != 0)
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{
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/* Mipmaps are enabled. */
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