void gr_opengl_clear_states() { GL_state.Texture.DisableAll(); gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_reset_lighting(); gr_set_lighting(false, false); opengl_shader_set_current(); }
void gr_opengl_clear_states() { if ( GL_version >= 30 ) { glBindVertexArray(GL_vao); } gr_zbias(0); gr_zbuffer_set(ZBUFFER_TYPE_READ); gr_set_cull(0); gr_set_fill_mode(GR_FILL_MODE_SOLID); gr_reset_lighting(); gr_set_lighting(false, false); opengl_shader_set_current(); }