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@@ -59,10 +59,10 @@ void GLWindowInit(GLWindow *g)
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void ShowScreen(GLWindow *g, int w, int h)
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{
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- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, g->videoTexture);
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+ glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
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// glTexSubImage2D is faster when not using a texture range
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- glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g->videoMemory);
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+ glTexSubImage2D(GL_TEXTURE_RECTANGLE, 0, 0, 0, w, h, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g->videoMemory);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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@@ -100,20 +100,20 @@ void setupGL(GLWindow *g, int w, int h)
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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- glEnable(GL_TEXTURE_RECTANGLE_ARB);
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- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, g->videoTexture);
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+ glEnable(GL_TEXTURE_RECTANGLE);
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+ glBindTexture(GL_TEXTURE_RECTANGLE, g->videoTexture);
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// glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_NV_EXT, 0, NULL);
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// glTexParameteri(GL_TEXTURE_RECTANGLE_NV_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , GL_STORAGE_CACHED_APPLE);
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// glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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- glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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+ glTexParameteri(GL_TEXTURE_RECTANGLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, w,
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+ glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, w,
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h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, g->videoMemory);
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glDisable(GL_DEPTH_TEST);
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@@ -136,7 +136,7 @@ void restoreGL(GLWindow *g, int w, int h)
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glLoadIdentity();
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glDisable(GL_TEXTURE_2D);
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- glEnable(GL_TEXTURE_RECTANGLE_ARB);
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+ glEnable(GL_TEXTURE_RECTANGLE);
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glDisable(GL_DEPTH_TEST);
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}
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