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Very very very minor optimization
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132fd9458f
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@ -75,6 +75,10 @@ PStatCollector CLP(GraphicsStateGuardian)::_primitive_batches_display_list_pcoll
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PStatCollector CLP(GraphicsStateGuardian)::_vertices_display_list_pcollector("Vertices:Display lists");
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PStatCollector CLP(GraphicsStateGuardian)::_vertices_display_list_pcollector("Vertices:Display lists");
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PStatCollector CLP(GraphicsStateGuardian)::_vertices_immediate_pcollector("Vertices:Immediate mode");
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PStatCollector CLP(GraphicsStateGuardian)::_vertices_immediate_pcollector("Vertices:Immediate mode");
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#ifdef OPENGLES_2
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PT(Shader) CLP(GraphicsStateGuardian)::_default_shader = NULL;
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#endif
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// The following noop functions are assigned to the corresponding
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// The following noop functions are assigned to the corresponding
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// glext function pointers in the class, in case the functions are not
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// glext function pointers in the class, in case the functions are not
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// defined by the GL, just so it will always be safe to call the
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// defined by the GL, just so it will always be safe to call the
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@ -973,7 +977,9 @@ reset() {
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// something didn't happen to have a shader applied, or
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// something didn't happen to have a shader applied, or
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// if it failed to compile. This default shader just outputs
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// if it failed to compile. This default shader just outputs
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// a red color, indicating that something went wrong.
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// a red color, indicating that something went wrong.
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_default_shader = new Shader(default_shader_name, default_shader_body, Shader::SL_GLSL);
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if (_default_shader == NULL) {
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_default_shader = new Shader(default_shader_name, default_shader_body, Shader::SL_GLSL);
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}
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#endif
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#endif
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#ifdef OPENGLES_2
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#ifdef OPENGLES_2
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@ -448,7 +448,7 @@ protected:
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CLP(ShaderContext) *_texture_binding_shader_context;
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CLP(ShaderContext) *_texture_binding_shader_context;
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#endif
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#endif
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#ifdef OPENGLES_2
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#ifdef OPENGLES_2
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PT(Shader) _default_shader;
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static PT(Shader) _default_shader;
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#endif
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#endif
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#ifdef SUPPORT_IMMEDIATE_MODE
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#ifdef SUPPORT_IMMEDIATE_MODE
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