GLState: Get rid of GL_TEXTURE_2D enable/disable
This bit was deprecated/removed in core GL. There was only one place where this was used (flash tiles in Tilemap), and since the full shader rewrite, it was effectively a no-op anyway (flash shader doesn't sample texture).
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					 3 changed files with 0 additions and 14 deletions
				
			
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					@ -56,11 +56,6 @@ void GLScissorTest::apply(const bool &value)
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	value ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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						value ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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}
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					}
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void GLTexture2D::apply(const bool &value)
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{
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	value ? glEnable(GL_TEXTURE_2D) : glDisable(GL_TEXTURE_2D);
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}
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void GLBlendMode::apply(const BlendType &value)
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					void GLBlendMode::apply(const BlendType &value)
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{
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					{
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	switch (value)
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						switch (value)
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					@ -115,6 +110,5 @@ GLState::GLState()
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	blendMode.init(BlendNormal);
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						blendMode.init(BlendNormal);
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	scissorTest.init(false);
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						scissorTest.init(false);
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	scissorBox.init(IntRect(0, 0, 640, 480));
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						scissorBox.init(IntRect(0, 0, 640, 480));
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	texture2D.init(true);
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	program.init(0);
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						program.init(0);
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}
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					}
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					@ -84,11 +84,6 @@ class GLScissorTest : public GLProperty<bool>
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	void apply(const bool &value);
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						void apply(const bool &value);
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};
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					};
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class GLTexture2D : public GLProperty<bool>
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{
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	void apply(const bool &value);
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};
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class GLBlendMode : public GLProperty<BlendType>
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					class GLBlendMode : public GLProperty<BlendType>
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{
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					{
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	void apply(const BlendType &value);
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						void apply(const BlendType &value);
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					@ -111,7 +106,6 @@ public:
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	GLClearColor clearColor;
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						GLClearColor clearColor;
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	GLScissorBox scissorBox;
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						GLScissorBox scissorBox;
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	GLScissorTest scissorTest;
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						GLScissorTest scissorTest;
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	GLTexture2D texture2D;
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	GLBlendMode blendMode;
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						GLBlendMode blendMode;
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	GLViewport viewport;
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						GLViewport viewport;
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	GLProgram program;
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						GLProgram program;
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					@ -1136,7 +1136,6 @@ void GroundLayer::draw()
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	{
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						{
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		VAO::bind(p->flash.vao);
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							VAO::bind(p->flash.vao);
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		glState.blendMode.pushSet(BlendAddition);
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							glState.blendMode.pushSet(BlendAddition);
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		glState.texture2D.pushSet(false);
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		FlashMapShader &shader = shState->shaders().flashMap;
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							FlashMapShader &shader = shState->shaders().flashMap;
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		shader.bind();
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							shader.bind();
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					@ -1155,7 +1154,6 @@ void GroundLayer::draw()
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			drawFlashInt();
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								drawFlashInt();
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		}
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							}
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		glState.texture2D.pop();
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		glState.blendMode.pop();
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							glState.blendMode.pop();
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	}
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						}
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