style cleanup
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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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