Replaced glTexEnvi with glTexEnvf 'cause glTexEnvi seems to be not supported on emulator
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@@ -1 +1 @@
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fheroes2
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ufoai
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@@ -110,7 +110,7 @@ static inline void beginDrawingTex()
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oldGlState.texture2d = glIsEnabled(GL_TEXTURE_2D);
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oldGlState.texture2d = glIsEnabled(GL_TEXTURE_2D);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldGlState.textureId);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldGlState.textureId);
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glGetFloatv(GL_CURRENT_COLOR, &(oldGlState.color[0]));
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glGetFloatv(GL_CURRENT_COLOR, &(oldGlState.color[0]));
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &oldGlState.texEnvMode);
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glGetTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &oldGlState.texEnvMode);
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oldGlState.blend = glIsEnabled(GL_BLEND);
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oldGlState.blend = glIsEnabled(GL_BLEND);
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glGetIntegerv(GL_BLEND_SRC, &oldGlState.blend1);
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glGetIntegerv(GL_BLEND_SRC, &oldGlState.blend1);
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glGetIntegerv(GL_BLEND_DST, &oldGlState.blend2);
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glGetIntegerv(GL_BLEND_DST, &oldGlState.blend2);
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@@ -128,7 +128,7 @@ static inline void endDrawingTex()
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, oldGlState.textureId);
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glBindTexture(GL_TEXTURE_2D, oldGlState.textureId);
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glColor4f(oldGlState.color[0], oldGlState.color[1], oldGlState.color[2], oldGlState.color[3]);
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glColor4f(oldGlState.color[0], oldGlState.color[1], oldGlState.color[2], oldGlState.color[3]);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, oldGlState.texEnvMode);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, oldGlState.texEnvMode);
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if( oldGlState.blend == GL_FALSE)
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if( oldGlState.blend == GL_FALSE)
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glBlendFunc(oldGlState.blend1, oldGlState.blend2);
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glBlendFunc(oldGlState.blend1, oldGlState.blend2);
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@@ -152,7 +152,7 @@ static inline void drawCharTex(GLTexture_t * tex, SDL_Rect * src, SDL_Rect * des
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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//glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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