disable throttling when frameskip is 0 in windows, so you can sort of fast forward, or test how fast the emu is running. also revert a couple hacks in oglrender which I do think cause a net glitch count increase
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@ -197,7 +197,7 @@ static ALIGN(16) u8 GPU_screen3D [256*192*4];
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static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
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static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
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static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
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static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
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static const int depthFunc[2] = { /*GL_LESS*/GL_LEQUAL, GL_EQUAL };
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static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
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static bool needRefreshFramebuffer = false;
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static bool needRefreshFramebuffer = false;
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static unsigned char texMAP[1024*2048*4];
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static unsigned char texMAP[1024*2048*4];
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static unsigned int textureMode=TEXMODE_NONE;
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static unsigned int textureMode=TEXMODE_NONE;
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@ -1122,8 +1122,8 @@ static void BeginRenderPoly()
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setTexture(textureFormat, texturePalette);
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setTexture(textureFormat, texturePalette);
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// if(isTranslucent)
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if(isTranslucent)
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// enableDepthWrite = alphaDepthWrite;
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enableDepthWrite = alphaDepthWrite;
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//handle shadow polys
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//handle shadow polys
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if(envMode == 3)
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if(envMode == 3)
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@ -1027,6 +1027,7 @@ DWORD WINAPI run()
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NDS_SkipFrame(true);
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NDS_SkipFrame(true);
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}
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}
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if(frameskiprate != 0)
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while(SpeedThrottle())
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while(SpeedThrottle())
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{
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{
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}
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}
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