Removes glColor* calls from scene rendering, colors are set explicitly by uniforms.
This was SVN commit r25330.
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@ -46,7 +46,6 @@ public:
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/**
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* Render: Renders the camera's frustum in world space.
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* The caller should set the color using glColorXy before calling Render.
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*
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* @param intermediates determines how many intermediate distance planes should
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* be hinted at between the near and far planes
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@ -604,8 +604,6 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
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CVector3D right = -viewCamera.GetOrientation().GetLeft();
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CVector3D up = viewCamera.GetOrientation().GetUp();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -747,7 +747,7 @@ void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup)
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{
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// edged faces: need to make a second pass over the data:
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// first switch on wireframe
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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// setup some renderstate ..
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pglActiveTextureARB(GL_TEXTURE0);
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@ -757,8 +757,6 @@ void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup)
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// render tiles edges
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m->terrainRenderer.RenderPatches(cullGroup, CColor(0.5f, 0.5f, 1.0f, 1.0f));
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// set color for outline
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glColor3f(0, 0, 1);
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glLineWidth(4.0f);
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// render outline of each patch
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