removed xo code that was causing 3 frame delay when taking a hibuffer path of rendering
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270ce9466b
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63be69bd72
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@ -91,14 +91,12 @@ BlitOpenGL(uint8 *buf)
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{
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{
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p_glBindTexture(GL_TEXTURE_2D, textures[0]);
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p_glBindTexture(GL_TEXTURE_2D, textures[0]);
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if(HiBuffer) {
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if(HiBuffer) {
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static int xo = 0;
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xo = (xo + 1) & 3;
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Blit8ToHigh(buf, (uint8*)HiBuffer, 256, 240, 256*4, 1, 1);
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Blit8ToHigh(buf, (uint8*)HiBuffer, 256, 240, 256*4, 1, 1);
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if(!xo) {
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p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0,
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p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 256, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, HiBuffer);
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GL_RGBA, GL_UNSIGNED_BYTE, HiBuffer);
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}
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}
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} else {
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else {
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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//glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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p_glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, 256, 256, 0,
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p_glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, 256, 256, 0,
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GL_COLOR_INDEX,GL_UNSIGNED_BYTE,buf);
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GL_COLOR_INDEX,GL_UNSIGNED_BYTE,buf);
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