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better state handling
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9b226ed478
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912bb0e7cf
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@ -210,8 +210,6 @@ bool CNew3D::RenderScene(int priority, bool renderOverlay, bool alpha)
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}
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}
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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glDisable(GL_STENCIL_TEST);
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return hasOverlay;
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return hasOverlay;
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}
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}
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@ -235,6 +233,7 @@ void CNew3D::RenderFrame(void)
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glDepthFunc (GL_LEQUAL);
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glDepthFunc (GL_LEQUAL);
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_DEPTH_TEST);
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glDepthMask (GL_TRUE);
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glActiveTexture (GL_TEXTURE0);
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_CULL_FACE);
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glEnable (GL_CULL_FACE);
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glFrontFace (GL_CW);
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glFrontFace (GL_CW);
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@ -304,6 +303,7 @@ void CNew3D::RenderFrame(void)
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m_r3dShader.SetShader(false); // unbind shader
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m_r3dShader.SetShader(false); // unbind shader
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m_vbo.Bind(false);
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m_vbo.Bind(false);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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