From Roland Smeenk, "Attached you will find a large set of small typo fixes (mainly in the comments)."
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@@ -110,7 +110,7 @@ void State::reset()
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as.changed = true;
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}
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// we can do a straight clear, we arn't intrested in GL_DEPTH_TEST defaults in texture modes.
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// we can do a straight clear, we arn't interested in GL_DEPTH_TEST defaults in texture modes.
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for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin();
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tmmItr!=_textureModeMapList.end();
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++tmmItr)
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@@ -147,7 +147,7 @@ void State::reset()
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// reset active texture unit values and call OpenGL
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// note, this OpenGL op precludes the use of State::reset() without a
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// valid graphics context, therefore the new implementation below
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// is prefered.
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// is preferred.
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setActiveTextureUnit(0);
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#else
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// reset active texture unit values without calling OpenGL
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@@ -365,7 +365,7 @@ void State::apply(const StateSet* dstate)
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{
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply(StateSet*)");
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// equivilant to:
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// equivalent to:
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//pushStateSet(dstate);
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//apply();
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//popStateSet();
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@@ -428,7 +428,7 @@ void State::apply(const StateSet* dstate)
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}
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else
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{
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// no incomming stateset, so simply apply state.
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// no incoming stateset, so simply apply state.
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apply();
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}
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