Revert glChecks
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833a616122
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2d834c7396
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@ -896,7 +896,6 @@ bool gl_create_resources()
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glGenBuffers(1, &gl.vbo.modvols);
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glGenBuffers(1, &gl.vbo.modvols);
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glGenBuffers(1, &gl.vbo.idxs);
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glGenBuffers(1, &gl.vbo.idxs);
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glGenBuffers(1, &gl.vbo.idxs2);
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glGenBuffers(1, &gl.vbo.idxs2);
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glCheck();
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memset(gl.pogram_table,0,sizeof(gl.pogram_table));
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memset(gl.pogram_table,0,sizeof(gl.pogram_table));
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@ -1008,14 +1007,6 @@ bool gles_init()
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#endif
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#endif
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#endif
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#endif
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//clean up all buffers ...
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// for (int i=0;i<10;i++)
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// {
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// glClearColor(0.f, 0.f, 0.f, 0.f); glCheck();
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// glClear(GL_COLOR_BUFFER_BIT); glCheck();
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// gl_swap(); glCheck();
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// }
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return true;
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return true;
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}
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}
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@ -1693,7 +1684,7 @@ bool RenderFrame()
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tryfit(xvals,yvals);
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tryfit(xvals,yvals);
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}
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}
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glUseProgram(gl.modvol_shader.program); glCheck();
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glUseProgram(gl.modvol_shader.program);
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glUniform4fv( gl.modvol_shader.scale, 1, ShaderUniforms.scale_coefs);
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glUniform4fv( gl.modvol_shader.scale, 1, ShaderUniforms.scale_coefs);
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glUniform4fv( gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs);
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glUniform4fv( gl.modvol_shader.depth_scale, 1, ShaderUniforms.depth_coefs);
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@ -1701,7 +1692,7 @@ bool RenderFrame()
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GLfloat td[4]={0.5,0,0,0};
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GLfloat td[4]={0.5,0,0,0};
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glUseProgram(gl.OSD_SHADER.program); glCheck();
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glUseProgram(gl.OSD_SHADER.program);
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glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs);
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glUniform4fv( gl.OSD_SHADER.scale, 1, ShaderUniforms.scale_coefs);
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glUniform4fv( gl.OSD_SHADER.depth_scale, 1, td);
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glUniform4fv( gl.OSD_SHADER.depth_scale, 1, td);
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@ -1761,10 +1752,9 @@ bool RenderFrame()
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{
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{
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#if HOST_OS != OS_DARWIN
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#if HOST_OS != OS_DARWIN
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//Fix this in a proper way
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//Fix this in a proper way
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glBindFramebuffer(GL_FRAMEBUFFER,0); glCheck();
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glBindFramebuffer(GL_FRAMEBUFFER,0);
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#endif
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#endif
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glViewport(0, 0, screen_width, screen_height); glCheck();
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glViewport(0, 0, screen_width, screen_height);
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}
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}
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bool wide_screen_on = !is_rtt && settings.rend.WideScreen
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bool wide_screen_on = !is_rtt && settings.rend.WideScreen
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@ -1778,9 +1768,8 @@ bool RenderFrame()
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glClearColor(pvrrc.verts.head()->col[2]/255.0f,pvrrc.verts.head()->col[1]/255.0f,pvrrc.verts.head()->col[0]/255.0f,1.0f);
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glClearColor(pvrrc.verts.head()->col[2]/255.0f,pvrrc.verts.head()->col[1]/255.0f,pvrrc.verts.head()->col[0]/255.0f,1.0f);
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else
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else
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glClearColor(0,0,0,1.0f);
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glClearColor(0,0,0,1.0f);
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glCheck();
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glDisable(GL_SCISSOR_TEST); glCheck();
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glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT); glCheck();
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glClear(GL_COLOR_BUFFER_BIT); glCheck();
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//move vertex to gpu
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//move vertex to gpu
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@ -32,7 +32,7 @@
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#endif
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#endif
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#define glCheck() do { /*if (unlikely(settings.validate.OpenGlChecks))*/ { GLenum err = glGetError(); if (err != GL_NO_ERROR) {printf("OpenGL error %d\n", err); die("OpenGL error"); }} } while(0)
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#define glCheck() do { if (unlikely(settings.validate.OpenGlChecks)) { verify(glGetError()==GL_NO_ERROR); } } while(0)
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#define eglCheck() false
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#define eglCheck() false
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#define VERTEX_POS_ARRAY 0
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#define VERTEX_POS_ARRAY 0
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