Rename 'Tex' to 'TEX' for consistency
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parent
ba3b904f34
commit
b151a22f6e
13 changed files with 128 additions and 128 deletions
src
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@ -196,7 +196,7 @@ struct WindowPrivate
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ColorQuadArray baseQuadArray;
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/* Used when opacity < 255 */
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TexFBO baseTex;
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TEXFBO baseTex;
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bool useBaseTex;
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QuadChunk backgroundVert;
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@ -414,9 +414,9 @@ struct WindowPrivate
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void redrawBaseTex()
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{
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/* Discard old buffer */
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Tex::bind(baseTex.tex);
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Tex::allocEmpty(baseTex.width, baseTex.height);
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Tex::unbind();
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TEX::bind(baseTex.tex);
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TEX::allocEmpty(baseTex.width, baseTex.height);
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TEX::unbind();
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FBO::bind(baseTex.fbo);
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glState.pushSetViewport(baseTex.width, baseTex.height);
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@ -428,7 +428,7 @@ struct WindowPrivate
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/* Repaint base */
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windowskin->flush();
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windowskin->bindTexWithMatrix();
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Tex::setSmooth(true);
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TEX::setSmooth(true);
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glState.pushSetViewport(baseTex.width, baseTex.height);
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/* We need to blit the background without blending,
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@ -445,7 +445,7 @@ struct WindowPrivate
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glState.blendMode.pop();
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glState.popViewport();
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Tex::setSmooth(false);
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TEX::setSmooth(false);
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glState.clearColor.pop();
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glState.popViewport();
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@ -555,18 +555,18 @@ struct WindowPrivate
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if (useBaseTex)
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{
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Tex::bindWithMatrix(baseTex.tex, baseTex.width, baseTex.height);
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TEX::bindWithMatrix(baseTex.tex, baseTex.width, baseTex.height);
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baseTexQuad.draw();
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}
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else
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{
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windowskin->flush();
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windowskin->bindTexWithMatrix();
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Tex::setSmooth(true);
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TEX::setSmooth(true);
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baseQuadArray.draw();
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Tex::setSmooth(false);
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TEX::setSmooth(false);
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}
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glPopMatrix();
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