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@ -1327,11 +1327,6 @@ void vrend_set_framebuffer_state(struct vrend_context *ctx, |
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} |
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} |
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} |
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} |
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static void vrend_hw_emit_depth_range(struct vrend_context *ctx) |
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{ |
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glDepthRange(ctx->sub->view_near_val, ctx->sub->view_far_val); |
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} |
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/*
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/*
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* if the viewport Y scale factor is > 0 then we are rendering to |
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* if the viewport Y scale factor is > 0 then we are rendering to |
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* an FBO already so don't need to invert rendering? |
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* an FBO already so don't need to invert rendering? |
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@ -1375,7 +1370,7 @@ void vrend_set_viewport_state(struct vrend_context *ctx, |
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ctx->sub->view_far_val != far_val) { |
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ctx->sub->view_far_val != far_val) { |
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ctx->sub->view_near_val = near_val; |
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ctx->sub->view_near_val = near_val; |
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ctx->sub->view_far_val = far_val; |
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ctx->sub->view_far_val = far_val; |
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vrend_hw_emit_depth_range(ctx); |
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glDepthRange(ctx->sub->view_near_val, ctx->sub->view_far_val); |
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} |
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} |
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} |
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} |
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