Terrain overlay: Fixed incorrect state change
Other: Trivially tidied profile text. Removed VC2005 deprecation avoidance, since wx 2.6.3 does that anyway. This was SVN commit r3773.
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@ -825,7 +825,7 @@ void CRenderer::RenderShadowMap()
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void CRenderer::RenderPatches()
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{
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PROFILE(" render patches ");
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PROFILE( "render patches" );
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// switch on wireframe if we need it
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if (m_TerrainRenderMode==WIREFRAME) {
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@ -11,9 +11,7 @@
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// Handy things for STL:
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/**
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* Functor for sorting pairs, using the <-ordering of their second values.
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*/
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/// Functor for sorting pairs, using the <-ordering of their second values.
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struct compare2nd
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{
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template<typename S, typename T> bool operator()(const std::pair<S, T>& a, const std::pair<S, T>& b) const
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@ -22,9 +20,7 @@ struct compare2nd
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}
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};
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/**
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* Functor for comparing the firsts of pairs to a specified value.
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*/
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/// Functor for comparing the firsts of pairs to a specified value.
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template<typename S> struct equal1st
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{
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const S& val;
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@ -37,9 +33,7 @@ private:
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const equal1st& operator=(const equal1st& rhs);
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};
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/**
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* Functor for calling ->Render on pairs' firsts.
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*/
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/// Functor for calling ->Render on pairs' firsts.
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struct render1st
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{
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template<typename S, typename T> void operator()(const std::pair<S, T>& a) const
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@ -75,9 +69,11 @@ TerrainOverlay::~TerrainOverlay()
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void TerrainOverlay::RenderOverlays()
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{
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if (g_TerrainOverlayList.size() == 0)
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return;
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthFunc(GL_LEQUAL);
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glDepthMask(GL_FALSE);
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// To ensure that outlines are drawn on top of the terrain correctly (and
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// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
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@ -89,11 +85,12 @@ void TerrainOverlay::RenderOverlays()
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std::for_each(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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render1st());
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// Clean up state to at least be consistent
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// Clean up state changes
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_POLYGON_OFFSET_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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}
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@ -373,7 +373,7 @@ void TerrainRenderer::RenderOutlines()
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// Render water that is part of the terrain
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void TerrainRenderer::RenderWater()
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{
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PROFILE(" render water ");
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PROFILE( "render water" );
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//(Crappy) fresnel effect
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@ -4,12 +4,6 @@
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# define HAVE_PCH
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#endif
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#ifdef _MSC_VER
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// Please shut up about all the deprecations
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# define _CRT_SECURE_NO_DEPRECATE
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# pragma warning(disable: 4996)
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#endif
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#ifdef HAVE_PCH
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// Exclude rarely-used stuff from Windows headers
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