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@ -140,8 +140,9 @@ void RasterizerOpenGL::InitObjects() {
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}
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}
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state.Apply();
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state.Apply();
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ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
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"OpenGL rasterizer framebuffer setup failed, status %X", status);
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}
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}
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void RasterizerOpenGL::Reset() {
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void RasterizerOpenGL::Reset() {
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@ -809,8 +810,9 @@ void RasterizerOpenGL::SyncFramebuffer() {
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ReloadDepthBuffer();
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ReloadDepthBuffer();
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}
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}
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ASSERT_MSG(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE,
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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"OpenGL rasterizer framebuffer setup failed, status %X", glCheckFramebufferStatus(GL_FRAMEBUFFER));
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ASSERT_MSG(status == GL_FRAMEBUFFER_COMPLETE,
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"OpenGL rasterizer framebuffer setup failed, status %X", status);
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}
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}
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void RasterizerOpenGL::SyncCullMode() {
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void RasterizerOpenGL::SyncCullMode() {
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