Factorize displace and glow state changes.
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@@ -649,6 +649,11 @@ void IrrDriver::renderGlow(video::SOverrideMaterial &overridemat,
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glStencilFunc(GL_ALWAYS, 1, ~0);
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glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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for (u32 i = 0; i < glowcount; i++)
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{
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const GlowData &dat = glows[i];
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@@ -949,6 +954,11 @@ void IrrDriver::renderDisplacement(video::SOverrideMaterial &overridemat,
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const int displacingcount = m_displacing.size();
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irr_driver->setPhase(DISPLACEMENT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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for (int i = 0; i < displacingcount; i++)
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{
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@@ -640,10 +640,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
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void STKMesh::drawGlow(const GLMesh &mesh)
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{
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ColorizeProvider * const cb = (ColorizeProvider *)irr_driver->getCallback(ES_COLORIZE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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@@ -654,17 +651,12 @@ void STKMesh::drawGlow(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_glow_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void STKMesh::drawDisplace(const GLMesh &mesh)
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{
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DisplaceProvider * const cb = (DisplaceProvider *)irr_driver->getCallback(ES_DISPLACE);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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GLenum ptype = mesh.PrimitiveType;
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GLenum itype = mesh.IndexType;
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size_t count = mesh.IndexCount;
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@@ -678,8 +670,6 @@ void STKMesh::drawDisplace(const GLMesh &mesh)
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glBindVertexArray(mesh.vao_displace_pass);
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glDrawElements(ptype, count, itype, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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@@ -703,11 +693,6 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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{
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windDir = getWind();
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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computeMVP(ModelViewProjectionMatrix);
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computeTIMV(TransposeInverseModelView);
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