All pastes #82621 Raw Edit

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public text v1 · immutable
·published 2006-07-08 19:20 UTC
rendered paste body
--- Gens-MultiPlatform/linux/src/gens/sdllayer/g_sdldraw.c.orig	2006-05-06 02:13:21.000000000 +0100
+++ Gens-MultiPlatform/linux/src/gens/sdllayer/g_sdldraw.c	2006-05-06 02:13:48.000000000 +0100
@@ -142,10 +142,10 @@
 	
 	glEnable(GL_TEXTURE_2D);
 		
-	#ifdef GL_TEXTURE_RECTANGLE_NV
-	glEnable(GL_TEXTURE_RECTANGLE_NV);
+	#ifdef GL_TEXTURE_RECTANGLE
+	glEnable(GL_TEXTURE_RECTANGLE);
 	
-	if(glIsEnabled(GL_TEXTURE_RECTANGLE_NV))
+	if(glIsEnabled(GL_TEXTURE_RECTANGLE))
 	Nonpow2tex = 1;
 	#endif
 	
@@ -280,16 +280,16 @@
 	{	Blit_W((unsigned char *) filter_buffer + (((row_length*2) * ((240 - VDP_Num_Vis_Lines) >> 1) + Dep) << shift), row_length*2, 320 - Dep, VDP_Num_Vis_Lines, 32 + Dep * 2);		    
 	}
 		
-	#ifdef GL_TEXTURE_RECTANGLE_NV
-	glBindTexture(GL_TEXTURE_RECTANGLE_NV, textures[0]);
+	#ifdef GL_TEXTURE_RECTANGLE
+	glBindTexture(GL_TEXTURE_RECTANGLE, textures[0]);
 	
 	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
 	
-	glTexParameteri(GL_TEXTURE_RECTANGLE_NV,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_LINEAR);
+	glTexParameteri(GL_TEXTURE_RECTANGLE,GL_TEXTURE_MIN_FILTER,GL_NEAREST_MIPMAP_LINEAR);
 	
 	
-	glTexParameteri(GL_TEXTURE_RECTANGLE_NV,GL_TEXTURE_WRAP_S,GL_CLAMP);
-	glTexParameteri(GL_TEXTURE_RECTANGLE_NV,GL_TEXTURE_WRAP_T,GL_CLAMP);
+	glTexParameteri(GL_TEXTURE_RECTANGLE,GL_TEXTURE_WRAP_S,GL_CLAMP);
+	glTexParameteri(GL_TEXTURE_RECTANGLE,GL_TEXTURE_WRAP_T,GL_CLAMP);
 	
 	
 	glPixelStorei(GL_UNPACK_ROW_LENGTH,row_length);		//Opengl needs to know the width of the texture data
@@ -297,12 +297,12 @@
 	glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
 	
 	
-	glBindTexture(GL_TEXTURE_RECTANGLE_NV, textures[0]);
+	glBindTexture(GL_TEXTURE_RECTANGLE, textures[0]);
 		
-	glTexImage2D(GL_TEXTURE_RECTANGLE_NV,
+	glTexImage2D(GL_TEXTURE_RECTANGLE,
 	0,3,row_length,row_length * 0.75f,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,filter_buffer);
 
-	glBindTexture(GL_TEXTURE_RECTANGLE_NV, textures[0]);
+	glBindTexture(GL_TEXTURE_RECTANGLE, textures[0]);
 	
 	glBegin(GL_QUADS);