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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 16:58:23 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-07-12 16:58:23 +0000
commite02e467681726fbe5e7c32a0970ea6c4b8eb94fc (patch)
tree1ec886447fc2c4d620e47b52546cd57860df9a25 /Game/Code/Classes/UDataBase.pas
parent06dd168485ab960930c907976e242b28c6a621ff (diff)
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- cleanup/comments for TDisplay.Create
- fading works now, it was broken because RenderW/H was not defined when SwapBuffers() was called for the first time. This caused glOrtho() to set the OpenGL error state. When fading was initialized in UDisplay this error-state was checked to see if glGenTextures failed. Although it didn't the error state was set because of the older error in glOrtho (Note: errors aren't reset after a successful OpenGL call), so it was wrongly assumed that no texture could be allocated. This problem was fixed by defining RenderW/H before the first call of SwapBuffers and resetting OpenGL's error state before calling an OpenGL function whose error state is to be checked. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1188 b956fd51-792f-4845-bead-9b4dfca2ff2c
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