OpenGL2: Direct state access, part 1: Texture binds
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@@ -575,7 +575,7 @@ static void RB_SurfaceBeam( void )
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VectorAdd( start_points[i], direction, end_points[i] );
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}
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GL_Bind( tr.whiteImage );
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE );
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@@ -1518,7 +1518,7 @@ Draws x/y/z lines from the origin for orientation debugging
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static void RB_SurfaceAxis( void ) {
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// FIXME: implement this
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#if 0
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GL_Bind( tr.whiteImage );
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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GL_State( GLS_DEFAULT );
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qglLineWidth( 3 );
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qglBegin( GL_LINES );
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