Fixed up OpenGL code from last round
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95b51abe1d
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@ -35,7 +35,6 @@
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// OpenGL
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#include <gl/GL.h> // main include file
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#include <GL/glu.h>
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#include <GL/glaux.h>
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#ifdef HAS_GLEXT
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#include <gl/glext.h>
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#endif
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@ -56,6 +55,8 @@ PFNGLUNIFORM4FARBPROC glUniform4fARB = NULL;
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PFNGLUNIFORM1IARBPROC glUniform1iARB = NULL;
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extern int Init_2xSaI(u32);
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extern void winlog(const char *,...);
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extern int systemSpeed;
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@ -86,7 +87,6 @@ private:
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GLFONT font;
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int VertexShader,FragmentShader,textureLocation,ShaderProgram,g_location_grayScaleWeights;
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char *VertexShaderSource,*FragmentShaderSource;
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int ShaderProgram;
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void initializeMatrices( int w, int h );
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bool initializeTexture( int w, int h );
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@ -308,7 +308,6 @@ bool OpenGLDisplay::initialize()
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glEnable( GL_TEXTURE_2D );
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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glewInit();
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initializeMatrices( theApp.surfaceSizeX, theApp.surfaceSizeY );
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@ -356,7 +355,7 @@ void OpenGLDisplay::render()
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}
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else{
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glUseProgramObjectARB(NULL);
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DeInitShader();
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DeInitGLSLShader();
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}
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int pitch = theApp.filterWidth * (systemColorDepth>>3) + 4;
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