.. | .. |
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14870 | 14870 | //RESIZETEXTURE ^= true; |
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14871 | 14871 | //break; |
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14872 | 14872 | case 'z': |
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14873 | | - RENDERSHADOW ^= true; |
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| 14873 | + Globals.RENDERSHADOW ^= true; |
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14874 | 14874 | Globals.lighttouched = true; |
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14875 | 14875 | repaint(); |
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14876 | 14876 | break; |
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.. | .. |
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16592 | 16592 | gl.glDisable(gl.GL_CULL_FACE); |
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16593 | 16593 | } |
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16594 | 16594 | |
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16595 | | - if (!RENDERSHADOW) |
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| 16595 | + if (!Globals.RENDERSHADOW) |
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16596 | 16596 | gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); |
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16597 | 16597 | |
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16598 | 16598 | // SB gl.glPolygonOffset(2.5f, 10); |
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.. | .. |
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16602 | 16602 | //gl.glColorMask(false, false, false, false); |
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16603 | 16603 | |
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16604 | 16604 | //render_scene_from_light_view(gl, drawable, 0, 0); |
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16605 | | - if (RENDERSHADOW && Globals.lighttouched && !movingcamera) // && !parent.IsFreezed()) |
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| 16605 | + if (Globals.RENDERSHADOW && Globals.lighttouched && !movingcamera) // && !parent.IsFreezed()) |
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16606 | 16606 | { |
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16607 | 16607 | gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); |
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16608 | 16608 | |
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