Remove old vertexshader renderpath option from Atlas
This was SVN commit r9236.
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@ -312,7 +312,6 @@ enum
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ID_JavaScript,
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ID_CameraReset,
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ID_RenderPathFixed,
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ID_RenderPathVertexShader,
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ID_RenderPathShader,
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ID_Toolbar // must be last in the list
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@ -338,7 +337,6 @@ BEGIN_EVENT_TABLE(ScenarioEditor, wxFrame)
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EVT_MENU(ID_JavaScript, ScenarioEditor::OnJavaScript)
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EVT_MENU(ID_CameraReset, ScenarioEditor::OnCameraReset)
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EVT_MENU(ID_RenderPathFixed, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_RenderPathVertexShader, ScenarioEditor::OnRenderPath)
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EVT_MENU(ID_RenderPathShader, ScenarioEditor::OnRenderPath)
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EVT_IDLE(ScenarioEditor::OnIdle)
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@ -490,8 +488,7 @@ ScenarioEditor::ScenarioEditor(wxWindow* parent, ScriptInterface& scriptInterfac
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wxMenu *menuRP = new wxMenu;
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menuMisc->AppendSubMenu(menuRP, _("Render &path"));
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menuRP->Append(ID_RenderPathFixed, _("&Fixed function"));
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menuRP->Append(ID_RenderPathVertexShader, _("&Vertex shader (old)"));
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menuRP->Append(ID_RenderPathShader, _("&Shader (new)"));
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menuRP->Append(ID_RenderPathShader, _("&Shader (default)"));
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}
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m_FileHistory.Load(*wxConfigBase::Get());
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@ -790,9 +787,6 @@ void ScenarioEditor::OnRenderPath(wxCommandEvent& event)
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case ID_RenderPathFixed:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"fixed"));
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break;
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case ID_RenderPathVertexShader:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"vertexshader"));
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break;
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case ID_RenderPathShader:
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POST_MESSAGE(SetViewParamS, (eRenderView::GAME, L"renderpath", L"shader"));
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break;
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