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@ -1278,7 +1278,8 @@ draw_prim_setup(const Geom *geom)
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// If we have per-vertex colors or normals, we need smooth shading.
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// If we have per-vertex colors or normals, we need smooth shading.
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// Otherwise we want flat shading for performance reasons.
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// Otherwise we want flat shading for performance reasons.
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if (perVertex & (PerColor | PerNormal))
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if (perVertex & ((wants_colors() ? PerColor : 0) |
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(wants_normals() ? PerNormal : 0)))
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_d3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
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_d3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
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else
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else
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_d3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
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_d3dDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT);
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@ -506,6 +506,7 @@ wdxGraphicsWindow(GraphicsPipe* pipe, const
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// Description:
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// Description:
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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wdxGraphicsWindow::~wdxGraphicsWindow(void) {
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wdxGraphicsWindow::~wdxGraphicsWindow(void) {
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AtExitFn();
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#ifdef WBD_GL_MODE
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#ifdef WBD_GL_MODE
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free(_visual);
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free(_visual);
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#endif //WBD_GL_MODE
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#endif //WBD_GL_MODE
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