+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < vid.texunits;i++)
+ {
+ GL_ActiveTexture(i);
+ GL_ClientActiveTexture(i);
+ qglDisable(GL_TEXTURE_2D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglDisable(GL_TEXTURE_3D);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);CHECKGLERROR
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ GL_BindVBO(0);
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
+ qglLoadIdentity();CHECKGLERROR
+ qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);CHECKGLERROR
+ }
+ CHECKGLERROR
+ break;
+ case RENDERPATH_SOFT:
+ DPSOFTRAST_ColorMask(1,1,1,1);
+ DPSOFTRAST_AlphaTest(gl_state.alphatest);
+ DPSOFTRAST_BlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ DPSOFTRAST_DepthFunc(gl_state.depthfunc);
+ DPSOFTRAST_DepthMask(gl_state.depthmask);
+ DPSOFTRAST_PolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ DPSOFTRAST_SetRenderTargets(vid.width, vid.height, vid.softdepthpixels, vid.softpixels, NULL, NULL, NULL);
+ DPSOFTRAST_Viewport(0, 0, vid.width, vid.height);
+ break;
+ case RENDERPATH_GLES2:
+ CHECKGLERROR
+ qglColorMask(1, 1, 1, 1);CHECKGLERROR
+ qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR
+ qglDisable(GL_BLEND);CHECKGLERROR
+ qglCullFace(gl_state.cullface);CHECKGLERROR
+ qglDisable(GL_CULL_FACE);CHECKGLERROR
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglEnable(GL_DEPTH_TEST);CHECKGLERROR
+ qglDepthMask(gl_state.depthmask);CHECKGLERROR
+ qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]);
+ qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
+ qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
+ qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.defaultframebufferobject);
+ qglEnableVertexAttribArray(GLES2ATTRIB_POSITION);
+ qglVertexAttribPointer(GLES2ATTRIB_POSITION, 3, GL_FLOAT, false, sizeof(float[3]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(GLES2ATTRIB_COLOR);
+ qglVertexAttribPointer(GLES2ATTRIB_COLOR, 4, GL_FLOAT, false, sizeof(float[4]), NULL);CHECKGLERROR
+ qglVertexAttrib4f(GLES2ATTRIB_COLOR, 1, 1, 1, 1);
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
+ for (i = 0;i < vid.teximageunits;i++)
+ {
+ GL_ActiveTexture(i);
+ qglBindTexture(GL_TEXTURE_2D, 0);CHECKGLERROR
+ if (vid.support.ext_texture_3d)
+ {
+ qglBindTexture(GL_TEXTURE_3D, 0);CHECKGLERROR
+ }
+ if (vid.support.arb_texture_cube_map)
+ {
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, 0);CHECKGLERROR
+ }
+ }
+ for (i = 0;i < vid.texarrayunits;i++)
+ {
+ GL_BindVBO(0);
+ qglVertexAttribPointer(i+GLES2ATTRIB_TEXCOORD0, 2, GL_FLOAT, false, sizeof(float[2]), NULL);CHECKGLERROR
+ qglDisableVertexAttribArray(i+GLES2ATTRIB_TEXCOORD0);CHECKGLERROR
+ }
+ CHECKGLERROR
+ break;
+ }