style cleanup
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@@ -72,7 +72,7 @@ public:
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virtual void SetDrawingMode(int drawingmode);
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virtual bool QueryLists(){return true;}
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virtual bool QueryLists() {return true;}
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#ifdef WITH_CXX_GUARDEDALLOC
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@@ -533,10 +533,10 @@ void RAS_OpenGLRasterizer::SetEye(const StereoEye eye)
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glDrawBuffer(m_curreye == RAS_STEREO_LEFTEYE ? GL_BACK_LEFT : GL_BACK_RIGHT);
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break;
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case RAS_STEREO_ANAGLYPH:
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if (m_curreye == RAS_STEREO_LEFTEYE)
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{
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if (m_curreye == RAS_STEREO_LEFTEYE) {
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glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
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} else {
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}
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else {
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//glAccum(GL_LOAD, 1.0);
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glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
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ClearDepthBuffer();
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@@ -892,7 +892,8 @@ void RAS_OpenGLRasterizer::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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int current_blend_mode = GPU_get_material_alpha_blend();
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ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
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GPU_set_material_alpha_blend(current_blend_mode);
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} else {
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}
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else {
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//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
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current_blmat_nr = current_polymat->GetMaterialIndex();
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current_image = current_polymat->GetBlenderImage();
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@@ -302,9 +302,9 @@ public:
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virtual int GetMotionBlurState() { return m_motionblur; }
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virtual void SetMotionBlurState(int newstate)
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{
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if(newstate<0)
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if (newstate < 0)
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m_motionblur = 0;
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else if(newstate>2)
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else if (newstate > 2)
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m_motionblur = 2;
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else
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m_motionblur = newstate;
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@@ -58,8 +58,8 @@ public:
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private:
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virtual void EnableTextures(bool enable);
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//virtual bool QueryArrays(){return true;}
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//virtual bool QueryLists(){return m_Lock;}
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//virtual bool QueryArrays() {return true;}
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//virtual bool QueryLists() {return m_Lock;}
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#ifdef WITH_CXX_GUARDEDALLOC
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