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Fixes the GL_MULTISAMPLE and GL_ARRAY_BUFFER_ARB messages on failed launch (#4230)
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576a86d449
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@ -50,8 +50,7 @@ use constant PI => 3.1415927;
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# Constant to determine if Vertex Buffer objects are used to draw
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# bed grid and the cut plane for object separation.
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use constant HAS_VBO => eval { glGenBuffersARB_p(0); 1 };
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use constant HAS_VBO => eval { glGenBuffersARB_p(0); GL_ARRAY_BUFFER_ARB; 1 };
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# phi / theta angles to orient the camera.
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use constant VIEW_TOP => [0.0,0.0];
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@ -100,6 +99,7 @@ sub new {
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$self->GetContext();
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}
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$self->{can_multisample} = $can_multisample;
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$self->background(1);
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$self->_quat((0, 0, 0, 1));
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$self->_stheta(45);
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@ -744,7 +744,7 @@ sub InitGL {
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# Set antialiasing/multisampling
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_POLYGON_SMOOTH);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
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# ambient lighting
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glLightModelfv_p(GL_LIGHT_MODEL_AMBIENT, 0.3, 0.3, 0.3, 1);
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@ -769,7 +769,7 @@ sub InitGL {
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# A handy trick -- have surface material mirror the color.
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_MULTISAMPLE);
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glEnable(GL_MULTISAMPLE) if ($self->{can_multisample});
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}
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sub Render {
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@ -804,6 +804,7 @@ sub Render {
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glLightfv_p(GL_LIGHT0, GL_DIFFUSE, 0.5, 0.5, 0.5, 1);
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if ($self->enable_picking) {
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glDisable(GL_MULTISAMPLE) if ($self->{can_multisample});
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glDisable(GL_LIGHTING);
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$self->draw_volumes(1);
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glFlush();
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