fix texture bindings the 'correct' way
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@ -22,6 +22,7 @@ import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.*;
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import org.lwjgl.opengl.*;
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import org.newdawn.slick.*;
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import org.newdawn.slick.*;
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import org.newdawn.slick.opengl.Texture;
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import org.newdawn.slick.opengl.Texture;
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import org.newdawn.slick.opengl.TextureImpl;
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import itdelatrisu.opsu.render.Rendertarget;
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import itdelatrisu.opsu.render.Rendertarget;
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@ -68,6 +69,7 @@ public class ReplayCursors
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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txt.bind();
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txt.bind();
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TextureImpl.unbind();
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GL11.glBegin(GL11.GL_QUADS);
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GL11.glBegin(GL11.GL_QUADS);
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p.cursor.drawTrail(trailw2, trailh2, txtw, txth);
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p.cursor.drawTrail(trailw2, trailh2, txtw, txth);
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GL11.glEnd();
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GL11.glEnd();
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@ -92,9 +94,6 @@ public class ReplayCursors
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GL11.glVertex2i(fbo.width, fbo.height);
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GL11.glVertex2i(fbo.width, fbo.height);
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GL11.glEnd();
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GL11.glEnd();
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GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
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GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
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// something have to be drawn or things are broken... yeah...
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CURSOR.getImage().draw(width, height);
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}
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}
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for (ReplayPlayback p : playbacks) {
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for (ReplayPlayback p : playbacks) {
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