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int != GLint
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@ -1140,8 +1140,8 @@ reset() {
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_max_fb_samples = 0;
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#ifndef OPENGLES
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if (_supports_framebuffer_multisample) {
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GLfloat max_samples;
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GLP(GetFloatv)(GL_MAX_SAMPLES_EXT, &max_samples);
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GLint max_samples;
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GLP(GetIntegerv)(GL_MAX_SAMPLES_EXT, &max_samples);
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_max_fb_samples = max_samples;
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}
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#endif
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@ -969,7 +969,7 @@ glsl_compile_shader(GSG *gsg) {
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// Set the vertex output limit to the maximum
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nassertr(gsg->_glProgramParameteri != NULL, false);
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int max_vertices;
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GLint max_vertices;
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glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, &max_vertices);
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gsg->_glProgramParameteri(_glsl_program, GL_GEOMETRY_VERTICES_OUT_EXT, max_vertices);
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}
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