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CgShader added compile protection
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@ -39,7 +39,9 @@
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#include "colorWriteAttrib.h"
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#include "colorWriteAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texGenAttrib.h"
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#include "texGenAttrib.h"
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#ifdef HAVE_CGGL
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#include "cgShaderAttrib.h"
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#include "cgShaderAttrib.h"
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#endif
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#include "materialAttrib.h"
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#include "materialAttrib.h"
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#include "renderModeAttrib.h"
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#include "renderModeAttrib.h"
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#include "fogAttrib.h"
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#include "fogAttrib.h"
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@ -2345,9 +2347,10 @@ issue_tex_matrix(const TexMatrixAttrib *attrib) {
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// Also maintain the map of CgShader objects to
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// Also maintain the map of CgShader objects to
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// respective GLCgShaderContexts
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// respective GLCgShaderContexts
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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#ifdef HAVE_CGGL
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void CLP(GraphicsStateGuardian)::
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void CLP(GraphicsStateGuardian)::
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issue_cg_shader_bind(const CgShaderAttrib *attrib) {
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issue_cg_shader_bind(const CgShaderAttrib *attrib) {
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#ifdef HAVE_CGGL
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if (attrib->is_off()) { //Current node has no shaders
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if (attrib->is_off()) { //Current node has no shaders
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if (_cg_shader != (CgShader *) NULL) {
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if (_cg_shader != (CgShader *) NULL) {
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_gl_cg_shader_contexts[_cg_shader]->un_bind();// Prev node had shaders
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_gl_cg_shader_contexts[_cg_shader]->un_bind();// Prev node had shaders
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@ -2371,10 +2374,10 @@ issue_cg_shader_bind(const CgShaderAttrib *attrib) {
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csc->bind(this);// Bind the new shader
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csc->bind(this);// Bind the new shader
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}
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}
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}
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}
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#endif
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}
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}
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#endif
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: CLP(GraphicsStateGuardian)::issue_tex_gen
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// Function: CLP(GraphicsStateGuardian)::issue_tex_gen
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// Access: Public, Virtual
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// Access: Public, Virtual
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@ -35,7 +35,9 @@
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#include "graphicsWindow.h"
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#include "graphicsWindow.h"
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#include "pset.h"
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#include "pset.h"
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#include "pmap.h"
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#include "pmap.h"
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#ifdef HAVE_CGGL
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#include "cgShader.h"
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#include "cgShader.h"
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#endif
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class PlaneNode;
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class PlaneNode;
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class Light;
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class Light;
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@ -109,7 +111,9 @@ public:
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virtual void issue_fog(const FogAttrib *attrib);
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virtual void issue_fog(const FogAttrib *attrib);
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virtual void issue_depth_offset(const DepthOffsetAttrib *attrib);
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virtual void issue_depth_offset(const DepthOffsetAttrib *attrib);
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virtual void issue_tex_gen(const TexGenAttrib *attrib);
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virtual void issue_tex_gen(const TexGenAttrib *attrib);
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#ifdef HAVE_CGGL
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virtual void issue_cg_shader_bind(const CgShaderAttrib *attrib);
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virtual void issue_cg_shader_bind(const CgShaderAttrib *attrib);
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#endif
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// virtual void issue_stencil(const StencilAttrib *attrib);
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// virtual void issue_stencil(const StencilAttrib *attrib);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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