glew->glad
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@@ -2291,16 +2291,9 @@ bool CGLRenderModel::BInit( const vr::RenderModel_t & vrModel, const vr::RenderM
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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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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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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glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY, &fLargest );
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glTexParameterf( GL_TEXTURE_2D, GL_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 //B3_USE_GLFW
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#endif//_WIN32
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glBindTexture( GL_TEXTURE_2D, 0 );
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glBindTexture( GL_TEXTURE_2D, 0 );
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m_unVertexCount = vrModel.unTriangleCount * 3;
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m_unVertexCount = vrModel.unTriangleCount * 3;
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