enable option to use GLFW, instead of our own cross-platform X11/Cocoa/Windows OpenGLWindow classes
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@@ -1281,9 +1281,13 @@ bool CMainApplication::SetupTexturemaps()
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#ifdef WIN32
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GLfloat fLargest;
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#ifdef B3_USE_GLFW
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &fLargest);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, fLargest);
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#else
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest);
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#endif
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#endif
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glBindTexture( GL_TEXTURE_2D, 0 );
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@@ -2295,9 +2299,14 @@ bool CGLRenderModel::BInit( const vr::RenderModel_t & vrModel, const vr::RenderM
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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#ifdef _WIN32
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GLfloat fLargest;
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#ifdef B3_USE_GLFW
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glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY, &fLargest );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, fLargest );
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#else
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glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &fLargest );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, fLargest );
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#endif
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#endif //B3_USE_GLFW
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#endif//_WIN32
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glBindTexture( GL_TEXTURE_2D, 0 );
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m_unVertexCount = vrModel.unTriangleCount * 3;
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@@ -2388,6 +2397,7 @@ int main(int argc, char *argv[])
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if (gVideoFileName)
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pMainApplication->getApp()->dumpFramesToVideo(gVideoFileName);
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#ifndef B3_USE_GLFW
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#ifdef _WIN32
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//request disable VSYNC
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typedef bool (APIENTRY *PFNWGLSWAPINTERVALFARPROC)(int);
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@@ -2397,7 +2407,7 @@ int main(int argc, char *argv[])
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if (wglSwapIntervalEXT)
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wglSwapIntervalEXT(0);
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#endif
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#endif
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#ifdef __APPLE__
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GLint sync = 0;
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CGLContextObj ctx = CGLGetCurrentContext();
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