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ref_soft: comment out useless code to make compiler happy about uninitialized variables
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@ -260,8 +260,8 @@ static qboolean R_CreateBuffer_GLES1( int width, int height, uint *stride, uint
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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pglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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if( vbo )
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pglDeleteBuffers( 1,&vbo );
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//if( vbo )
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// pglDeleteBuffers( 1,&vbo );
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pglGenBuffers( 1,&vbo );
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pglBindBuffer( GL_ARRAY_BUFFER_ARB, vbo );
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@ -304,8 +304,6 @@ static void R_Unlock_GLES3( void )
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, vid.width, vid.height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 );
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//pglDrawArrays( GL_TRIANGLE_FAN, 0,4 );
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pglBlitFramebuffer( 0, vid.height, vid.width, 0, 0, 0, vid.width, vid.height, GL_COLOR_BUFFER_BIT, GL_NEAREST );
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}
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static qboolean R_CreateBuffer_GLES3( int width, int height, uint *stride, uint *bpp, uint *r, uint *g, uint *b )
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@ -323,7 +321,8 @@ static qboolean R_CreateBuffer_GLES3( int width, int height, uint *stride, uint
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pglGenTextures( 1, &to );
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pglBindTexture( GL_TEXTURE_2D, to );
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pglViewport( 0, 0, width, height );
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/*pglMatrixMode( GL_PROJECTION );
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/*
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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// project 0..1 to screen size
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pglOrtho( 0, 1, 1, 0, -99999, 99999 );
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@ -336,10 +335,10 @@ static qboolean R_CreateBuffer_GLES3( int width, int height, uint *stride, uint
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if( vbo )
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pglDeleteBuffers( 1,&vbo );
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*/
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if( pbo )
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pglDeleteBuffers( 1,&pbo );
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*/
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//pglGenBuffers( 1,&vbo );
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pglGenBuffers( 1, &pbo );
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