Route a few more controls rendering through the skin, to make them use OpenGL 3
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@ -277,7 +277,7 @@ void CGUIButton::draw()
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pos.X += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_X);
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pos.Y += skin->getSize(EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y);
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}
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driver->draw2DImage(PressedImage,
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skin->draw2DImage(PressedImage,
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ScaleImage? AbsoluteRect :
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core::recti(pos, PressedImageRect.getSize()),
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PressedImageRect, &AbsoluteClippingRect,
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@ -78,20 +78,20 @@ void CGUIImage::draw()
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if (Texture)
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{
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if (ScaleImage)
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{
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//if (ScaleImage)
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//{
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const video::SColor Colors[] = {Color,Color,Color,Color};
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driver->draw2DImage(Texture, AbsoluteRect,
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skin->draw2DImage(Texture, AbsoluteRect,
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core::rect<s32>(core::position2d<s32>(0,0), core::dimension2di(Texture->getOriginalSize())),
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&AbsoluteClippingRect, Colors, UseAlphaChannel);
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}
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else
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{
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driver->draw2DImage(Texture, AbsoluteRect.UpperLeftCorner,
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core::rect<s32>(core::position2d<s32>(0,0), core::dimension2di(Texture->getOriginalSize())),
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&AbsoluteClippingRect, Color, UseAlphaChannel);
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}
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//}
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//else
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//{
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// driver->draw2DImage(Texture, AbsoluteRect.UpperLeftCorner,
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// core::rect<s32>(core::position2d<s32>(0,0), core::dimension2di(Texture->getOriginalSize())),
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// &AbsoluteClippingRect, Color, UseAlphaChannel);
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//}
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}
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else
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{
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