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fix(linux): restore UI GL state handoff for core renderer
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@@ -2472,7 +2472,7 @@ void LevelRenderer::renderHitOutline(std::shared_ptr<Player> player,
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// 4J-PB - If Display HUD is false, don't render the hit outline
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if (app.GetGameSettings(iPad, eGameSetting_DisplayHUD) == 0) return;
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RenderManager.StateSetLightingEnable(false);
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RenderManager.StateSetTextureEnable(false);
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glDisable(GL_TEXTURE_2D);
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// draw hit outline
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RenderManager.StateSetColour(0.0f, 0.0f, 0.0f, 0.4f);
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@@ -2502,7 +2502,7 @@ void LevelRenderer::renderHitOutline(std::shared_ptr<Player> player,
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// restore
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glDisable(GL_POLYGON_OFFSET_LINE);
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RenderManager.StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
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RenderManager.StateSetTextureEnable(true);
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glEnable(GL_TEXTURE_2D);
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RenderManager.StateSetLightingEnable(true);
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}
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}
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@@ -2510,7 +2510,7 @@ void LevelRenderer::renderHitOutline(std::shared_ptr<Player> player,
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void LevelRenderer::render(AABB* b) {
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Tesselator* t = Tesselator::getInstance();
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RenderManager.StateSetLightingEnable(false);
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RenderManager.StateSetTextureEnable(false);
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glDisable(GL_TEXTURE_2D);
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RenderManager.StateSetColour(0.0f, 0.0f, 0.0f, 0.4f);
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// prevent zfight
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@@ -2541,7 +2541,7 @@ void LevelRenderer::render(AABB* b) {
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t->end();
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glDisable(GL_POLYGON_OFFSET_LINE);
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RenderManager.StateSetLightingEnable(true);
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RenderManager.StateSetTextureEnable(true);
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glEnable(GL_TEXTURE_2D);
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RenderManager.StateSetColour(1.0f, 1.0f, 1.0f, 1.0f);
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}
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