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[client] cosmetics
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@ -238,7 +238,7 @@ int renderThread(void * unused)
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for (int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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glBufferStorage (GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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if (!texPixels[i])
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@ -261,8 +261,8 @@ int renderThread(void * unused)
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// create the texture
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glGenTextures(1, &vboTex);
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glBindTexture(GL_TEXTURE_2D, vboTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (params.useMipmap)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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