bypass of near/far planes for 2d case, hints for perspective correction, flat shading for 2d
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@ -234,6 +234,10 @@ static bool initialize(void) {
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log_info("OpenGL context: %s\n", glGetString(GL_VERSION));
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glHint(GL_TEXTURE_COMPRESSION_HINT, GL_NICEST);
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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glHint(GL_FOG_HINT, GL_FASTEST);
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/* might need this to have multiple windows */
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ctx.window_id = SDL_GetWindowID(ctx.window);
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@ -164,6 +164,12 @@ void render(void) {
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GL_DEPTH_BUFFER_BIT |
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GL_STENCIL_BUFFER_BIT);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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if (GLAD_GL_ARB_depth_clamp)
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glDisable(GL_DEPTH_CLAMP);
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(&camera_projection_matrix.row[0].x);
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@ -178,6 +184,13 @@ void render(void) {
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glFlush();
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glShadeModel(GL_FLAT);
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/* removes near/far plane comparison and discard */
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if (GLAD_GL_ARB_depth_clamp)
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glDisable(GL_DEPTH_CLAMP);
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{
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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