twn_gl_15_rendering.c: don't assume seethrough triangle textures, infer actual usage
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@ -74,13 +74,7 @@ void use_space_pipeline(void) {
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glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_CLAMP);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LESS);
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glDepthRange(0, 1);
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glDepthRange(0, 1);
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glDisable(GL_BLEND);
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glEnable(GL_ALPHA_TEST); /* TODO: infer its usage? */
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glAlphaFunc(GL_EQUAL, 1.0f);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -413,6 +407,8 @@ void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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textures_bind(&ctx.texture_cache, texture_key);
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textures_bind(&ctx.texture_cache, texture_key);
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use_texture_mode(textures_get_mode(&ctx.texture_cache, texture_key));
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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/* vertex specification*/
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/* vertex specification*/
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