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[gl] extracted some common GPU rendering code
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@ -54,6 +54,8 @@ bool UseMultitexture = false;
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bool UseWBuffer = false;
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// General renderer states
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int gpu_Overlay_map = -1;
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ubyte gpu_Overlay_type = OT_NONE;
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ubyte Renderer_initted = 0;
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// Generic GPU data
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@ -123,6 +125,13 @@ void rend_SetCharacterParameters(ddgr_color color1, ddgr_color color2, ddgr_colo
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rend_FontAlpha[3] = (color4 >> 24) / 255.0f;
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}
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// Sets a bitmap as a overlay map to rendered on top of the next texture map
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// a -1 value indicates no overlay map
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void rend_SetOverlayMap(int handle) { gpu_Overlay_map = handle; }
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void rend_SetOverlayType(ubyte type) { gpu_Overlay_type = type; }
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void rend_FillCircle(ddgr_color col, int x, int y, int rad) {}
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void rend_DrawCircle(int x, int y, int rad) {}
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@ -61,10 +61,10 @@ void rend_SetLightingState(light_state state);
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#define CHANGE_RESOLUTION_IN_FULLSCREEN
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// General renderer states
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int gpu_Overlay_map = -1;
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extern int gpu_Overlay_map;
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int Bump_map = 0;
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int Bumpmap_ready = 0;
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ubyte gpu_Overlay_type = OT_NONE;
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extern ubyte gpu_Overlay_type;
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float Z_bias = 0.0f;
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ubyte Renderer_close_flag = 0;
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extern ubyte Renderer_initted;
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@ -2410,12 +2410,6 @@ void rend_SetZValues(float nearz, float farz) {
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//@@dglDepthRange (0,farz);
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}
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// Sets a bitmap as a overlay map to rendered on top of the next texture map
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// a -1 value indicates no overlay map
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void rend_SetOverlayMap(int handle) { gpu_Overlay_map = handle; }
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void rend_SetOverlayType(ubyte type) { gpu_Overlay_type = type; }
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// Clears the display to a specified color
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void rend_ClearScreen(ddgr_color color) {
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int r = (color >> 16 & 0xFF);
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