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Rev 4502 Rev 4517
Line 36... Line 36...
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    {
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    {
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        printf("failed to make window current");
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        printf("failed to make window current");
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        goto err1;
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        goto err1;
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    };
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    };
Line -... Line 40...
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#if 0
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    glUseProgram(render->blit_prog);
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    glUseProgram(render->blit_prog);
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    glUniform1i(render->sampler, 0);
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    glUniform1i(render->sampler, 0);
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Line -... Line 45...
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    glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
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    glEnableVertexAttribArray(0);
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    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
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    glEnableVertexAttribArray(1);
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    glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
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    glEnableVertexAttribArray(0);
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#endif
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    glActiveTexture(GL_TEXTURE0);
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    glActiveTexture(GL_TEXTURE0);
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    glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
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    glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
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    glTexParameteri(GL_TEXTURE_2D,
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    glTexParameteri(GL_TEXTURE_2D,
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                  GL_TEXTURE_MIN_FILTER,
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                  GL_TEXTURE_MIN_FILTER,
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                  GL_NEAREST);
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                  GL_NEAREST);
Line 52... Line -...
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    glTexParameteri(GL_TEXTURE_2D,
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                  GL_TEXTURE_MAG_FILTER,
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                  GL_NEAREST);
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    glTexParameteri(GL_TEXTURE_2D,
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    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
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                  GL_TEXTURE_MAG_FILTER,
Line 57... Line 60...
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    glEnableVertexAttribArray(1);
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                  GL_NEAREST);
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Line 84... Line 87...
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    texcoords[3*2]  = 0.0;
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    texcoords[3*2]  = 0.0;
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    texcoords[3*2+1]= 1.0;
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    texcoords[3*2+1]= 1.0;
Line 86... Line 89...
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Line 87... Line 90...
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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    glDisableVertexAttribArray(0);
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//    glDisableVertexAttribArray(0);
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    glDisableVertexAttribArray(1);
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//    glDisableVertexAttribArray(1);
Line 91... Line 94...
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    glDisable(GL_TEXTURE_2D);
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//    glDisable(GL_TEXTURE_2D);
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    glUseProgram(0);
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//    glUseProgram(0);
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