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metal: work towards shader uniform implementation.
Misc cleanup.
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@@ -129,7 +129,7 @@ Graphics::Graphics()
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window->windowToDPICoords(&dpiW, &dpiH);
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void *context = nullptr; // TODO
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setMode(context, (int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
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setMode(context, (int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil, settings.depth);
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}
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}
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}
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@@ -190,12 +190,12 @@ void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelh
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}
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}
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bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
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bool Graphics::setMode(void *context, int width, int height, int pixelwidth, int pixelheight, bool backbufferstencil, int /*backbufferdepth*/)
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{
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this->width = width;
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this->height = height;
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this->windowHasStencil = windowhasstencil;
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this->windowHasStencil = backbufferstencil;
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// Okay, setup OpenGL.
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gl.initContext();
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