win32 build fixes
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@ -5,8 +5,10 @@
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void load_gles_symbols()
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{
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#ifdef _ANDROID
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for (int i = 0; rglgen_symbol_map[i].sym != NULL; i++)
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*(void **)rglgen_symbol_map[i].ptr = eglGetProcAddress(rglgen_symbol_map[i].sym);
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#endif
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}
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#define SYM(x) { "gl" #x, &(gl##x) }
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@ -568,6 +568,9 @@ GLuint fogTextureId;
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void gl_term()
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{
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eglMakeCurrent(gl.setup.display, NULL, NULL, EGL_NO_CONTEXT);
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#if HOST_OS == OS_WINDOWS
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ReleaseDC((HWND)gl.setup.native_wind,(HDC)gl.setup.native_disp);
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#endif
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if (gl.setup.context != NULL)
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eglDestroyContext(gl.setup.display, gl.setup.context);
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if (gl.setup.surface != NULL)
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@ -727,9 +730,7 @@ GLuint fogTextureId;
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void gl_term()
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{
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ReleaseDC((HWND)gl.setup.native_wind,(HDC)gl.setup.native_disp);
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}
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#elif defined(SUPPORT_X11) && !defined(USE_SDL)
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//! windows && X11
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//let's assume glx for now
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