ported PrtView plugin
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@40 8a3a26a2-13c4-0310-b231-cf6edde360e5
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@@ -30,24 +30,28 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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const unsigned int RENDER_DEFAULT = 0;
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const unsigned int RENDER_LINESTIPPLE = 1 << 0; // glEnable(GL_LINE_STIPPLE)
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const unsigned int RENDER_POLYGONSTIPPLE = 1 << 1; // glEnable(GL_POLYGON_STIPPLE)
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const unsigned int RENDER_ALPHATEST = 1 << 2; // glEnable(GL_ALPHA_TEST)
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const unsigned int RENDER_DEPTHTEST = 1 << 3; // glEnable(GL_DEPTH_TEST)
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const unsigned int RENDER_DEPTHWRITE = 1 << 4; // glDepthMask(GL_TRUE)
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const unsigned int RENDER_COLOURWRITE = 1 << 5; // glColorMask(GL_TRUE; GL_TRUE; GL_TRUE; GL_TRUE)
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const unsigned int RENDER_CULLFACE = 1 << 6; // glglEnable(GL_CULL_FACE)
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const unsigned int RENDER_SCALED = 1 << 7; // glEnable(GL_NORMALIZE)
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const unsigned int RENDER_SMOOTH = 1 << 8; // glShadeModel
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const unsigned int RENDER_LIGHTING = 1 << 9; // glEnable(GL_LIGHTING)
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const unsigned int RENDER_BLEND = 1 << 10; // glEnable(GL_BLEND)
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const unsigned int RENDER_OFFSETLINE = 1 << 11; // glEnable(GL_POLYGON_OFFSET_LINE)
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const unsigned int RENDER_FILL = 1 << 12; // glPolygonMode
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const unsigned int RENDER_COLOUR = 1 << 13; // glEnableClientState(GL_COLOR_ARRAY)
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const unsigned int RENDER_TEXTURE = 1 << 14; // glEnable(GL_TEXTURE_2D)
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const unsigned int RENDER_BUMP = 1 << 15;
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const unsigned int RENDER_PROGRAM = 1 << 16;
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const unsigned int RENDER_SCREEN = 1 << 17;
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const unsigned int RENDER_OVERRIDE = 1 << 18;
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const unsigned int RENDER_LINESMOOTH = 1 << 1; // glEnable(GL_LINE_SMOOTH)
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const unsigned int RENDER_POLYGONSTIPPLE = 1 << 2; // glEnable(GL_POLYGON_STIPPLE)
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const unsigned int RENDER_POLYGONSMOOTH = 1 << 3; // glEnable(GL_POLYGON_SMOOTH)
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const unsigned int RENDER_ALPHATEST = 1 << 4; // glEnable(GL_ALPHA_TEST)
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const unsigned int RENDER_DEPTHTEST = 1 << 5; // glEnable(GL_DEPTH_TEST)
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const unsigned int RENDER_DEPTHWRITE = 1 << 6; // glDepthMask(GL_TRUE)
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const unsigned int RENDER_COLOURWRITE = 1 << 7; // glColorMask(GL_TRUE; GL_TRUE; GL_TRUE; GL_TRUE)
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const unsigned int RENDER_CULLFACE = 1 << 8; // glglEnable(GL_CULL_FACE)
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const unsigned int RENDER_SCALED = 1 << 9; // glEnable(GL_NORMALIZE)
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const unsigned int RENDER_SMOOTH = 1 << 10; // glShadeModel
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const unsigned int RENDER_FOG = 1 << 11; // glEnable(GL_FOG)
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const unsigned int RENDER_LIGHTING = 1 << 12; // glEnable(GL_LIGHTING)
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const unsigned int RENDER_BLEND = 1 << 13; // glEnable(GL_BLEND)
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const unsigned int RENDER_OFFSETLINE = 1 << 14; // glEnable(GL_POLYGON_OFFSET_LINE)
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const unsigned int RENDER_FILL = 1 << 15; // glPolygonMode
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const unsigned int RENDER_COLOURARRAY = 1 << 16; // glEnableClientState(GL_COLOR_ARRAY)
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const unsigned int RENDER_COLOURCHANGE = 1 << 17; // render() is allowed to call glColor*()
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const unsigned int RENDER_TEXTURE = 1 << 18; // glEnable(GL_TEXTURE_2D)
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const unsigned int RENDER_BUMP = 1 << 19;
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const unsigned int RENDER_PROGRAM = 1 << 20;
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const unsigned int RENDER_SCREEN = 1 << 21;
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const unsigned int RENDER_OVERRIDE = 1 << 22;
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typedef unsigned int RenderStateFlags;
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