- revert a render method to the 3.4 version for better ATI card support (thanks for pointing this out sojourner)
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@ -4773,6 +4773,9 @@ void Renderer::renderTile(const Vec2i &pos) {
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void Renderer::renderQuad(int x, int y, int w, int h, const Texture2D *texture) {
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void Renderer::renderQuad(int x, int y, int w, int h, const Texture2D *texture) {
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/* Revert back to 3.4.0 render logic due to issues on some ATI cards
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*
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if(w < 0) {
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if(w < 0) {
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w = texture->getPixmapConst()->getW();
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w = texture->getPixmapConst()->getW();
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}
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}
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@ -4806,8 +4809,16 @@ void Renderer::renderQuad(int x, int y, int w, int h, const Texture2D *texture)
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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//glClientActiveTexture(GL_TEXTURE0);
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//glClientActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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*/
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/*
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if(w < 0) {
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w = texture->getPixmapConst()->getW();
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}
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if(h < 0) {
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h = texture->getPixmapConst()->getH();
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}
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glBindTexture(GL_TEXTURE_2D, static_cast<const Texture2DGl*>(texture)->getHandle());
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glBegin(GL_TRIANGLE_STRIP);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2i(0, 1);
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glTexCoord2i(0, 1);
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glVertex2i(x, y+h);
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glVertex2i(x, y+h);
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@ -4818,7 +4829,6 @@ void Renderer::renderQuad(int x, int y, int w, int h, const Texture2D *texture)
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glTexCoord2i(1, 0);
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glTexCoord2i(1, 0);
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glVertex2i(x+w, y);
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glVertex2i(x+w, y);
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glEnd();
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glEnd();
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*/
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}
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}
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Renderer::Shadows Renderer::strToShadows(const string &s){
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Renderer::Shadows Renderer::strToShadows(const string &s){
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