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https://github.com/panda3d/panda3d.git
synced 2025-10-01 01:07:51 -04:00
cleanup initialization
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parent
ad00ca3a21
commit
774b6018d5
@ -706,31 +706,6 @@ enable_point_smooth(bool val) {
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLGraphicsStateGuardian::enable_dither
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// Access:
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void GLGraphicsStateGuardian::
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enable_dither(bool val) {
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if (_dither_enabled != val) {
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_dither_enabled = val;
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if (val) {
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#ifdef GSG_VERBOSE
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glgsg_cat.debug()
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<< "glEnable(GL_DITHER)" << endl;
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#endif
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glEnable(GL_DITHER);
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} else {
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#ifdef GSG_VERBOSE
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glgsg_cat.debug()
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<< "glDisable(GL_DITHER)" << endl;
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#endif
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glDisable(GL_DITHER);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GLGraphicsStateGuardian::enable_stencil_test
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// Access:
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@ -206,10 +206,24 @@ reset() {
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_shade_model_mode = GL_SMOOTH;
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glFrontFace(GL_CCW);
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_scissor_x = 0;
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_scissor_y = 0;
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_scissor_width = -1;
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_scissor_height = -1;
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_viewport_x = 0;
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_viewport_y = 0;
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_viewport_width = -1;
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_viewport_height = -1;
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_lmodel_local = 0;
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_lmodel_twoside = 0;
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_line_width = 1.0f;
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_point_size = 1.0f;
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_blend_source_func = GL_ONE;
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_blend_dest_func = GL_ZERO;
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_depth_mask = false;
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_fog_mode = GL_EXP;
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_fog_density = 1.0f;
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_fog_color.set(0.0f, 0.0f, 0.0f, 0.0f);
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_alpha_func = GL_ALWAYS;
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_alpha_func_ref = 0;
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_polygon_mode = GL_FILL;
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@ -223,8 +237,8 @@ reset() {
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_line_smooth_enabled = false;
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_point_smooth_enabled = false;
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_scissor_enabled = false;
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_normals_enabled = false;
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_texturing_enabled = false;
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_stencil_test_enabled = false;
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_multisample_alpha_one_enabled = false;
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_multisample_alpha_mask_enabled = false;
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_blend_enabled = false;
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@ -234,14 +248,9 @@ reset() {
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_polygon_offset_enabled = false;
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_decal_level = 0;
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// Dither is on by default in GL, let's turn it off
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_dither_enabled = true;
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enable_dither(false);
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// Stencil test is off by default
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_stencil_test_enabled = false;
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_stencil_func = GL_NOTEQUAL;
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_stencil_op = GL_REPLACE;
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// Dither is on by default in GL; let's turn it off
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glDisable(GL_DITHER);
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_dithering_enabled = false;
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// Antialiasing.
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enable_line_smooth(false);
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@ -289,8 +298,6 @@ reset() {
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// use per-vertex fog if per-pixel fog requires SW renderer
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glHint(GL_FOG_HINT,GL_DONT_CARE);
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_dithering_enabled = false;
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GLint iRedBits;
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glGetIntegerv(GL_RED_BITS,&iRedBits);
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if(iRedBits<24) {
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@ -210,7 +210,6 @@ protected:
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INLINE void enable_point_smooth(bool val);
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INLINE void enable_texturing(bool val);
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INLINE void enable_scissor(bool val);
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INLINE void enable_dither(bool val);
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INLINE void enable_stencil_test(bool val);
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INLINE void enable_multisample_alpha_one(bool val);
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INLINE void enable_multisample_alpha_mask(bool val);
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@ -274,13 +273,6 @@ protected:
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GLsizei _viewport_height;
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GLboolean _lmodel_local;
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GLboolean _lmodel_twoside;
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Colorf _material_ambient;
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Colorf _material_diffuse;
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Colorf _material_specular;
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float _material_shininess;
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Colorf _material_emission;
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GLenum _stencil_func;
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GLenum _stencil_op;
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GLfloat _line_width;
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GLfloat _point_size;
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GLenum _blend_source_func;
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@ -303,18 +295,18 @@ protected:
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bool _point_smooth_enabled;
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bool _scissor_enabled;
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bool _texturing_enabled;
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bool _dither_enabled;
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bool _stencil_test_enabled;
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bool _multisample_alpha_one_enabled;
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bool _multisample_alpha_mask_enabled;
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bool _blend_enabled;
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bool _depth_test_enabled;
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bool _fog_enabled;
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bool _dithering_enabled;
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bool _alpha_test_enabled;
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bool _polygon_offset_enabled;
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int _decal_level;
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bool _dithering_enabled;
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int _max_lights;
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int _max_clip_planes;
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