Fix another blending issue and search_ui display clearing
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565a3e10e4
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@ -1621,10 +1621,13 @@ void render_parts(pixel *vid)
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int cglowV = 0, cglowC = 0, cglow = 0;
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int cflatV = 0, cflatC = 0, cflat = 0;
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int clineV = 0, clineC = 0, cline = 0;
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GLuint origBlendSrc, origBlendDst;
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//Set coord offset
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glScalef(1,-1,1);
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glTranslatef(0, -YRES/*-(YRES+MENUSIZE)*/, 0);
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glGetIntegerv(GL_BLEND_SRC, &origBlendSrc);
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glGetIntegerv(GL_BLEND_DST, &origBlendDst);
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//Render to the particle FBO
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, partsFbo);
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#endif
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@ -2264,6 +2267,22 @@ void render_parts(pixel *vid)
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// -- END FLAT -- //
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}
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if(cblob)
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{
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// -- BEGIN BLOB -- //
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glEnable( GL_POINT_SMOOTH ); //Blobs!
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glPointSize(2.5f);
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glColorPointer(4, GL_FLOAT, 0, &blobC[0]);
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glVertexPointer(2, GL_INT, 0, &blobV[0]);
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glDrawArrays(GL_POINTS, 0, cblob);
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//Clear some stuff we set
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glDisable( GL_POINT_SMOOTH );
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// -- END BLOB -- //
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}
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if(cglow || cblur)
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{
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// -- BEGIN GLOW -- //
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@ -2317,22 +2336,6 @@ void render_parts(pixel *vid)
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// -- END GLOW -- //
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}
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if(cblob)
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{
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// -- BEGIN BLOB -- //
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glEnable( GL_POINT_SMOOTH ); //Blobs!
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glPointSize(2.5f);
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glColorPointer(4, GL_FLOAT, 0, &blobC[0]);
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glVertexPointer(2, GL_INT, 0, &blobV[0]);
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glDrawArrays(GL_POINTS, 0, cblob);
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//Clear some stuff we set
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glDisable( GL_POINT_SMOOTH );
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// -- END BLOB -- //
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}
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if(cline)
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{
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// -- BEGIN LINES -- //
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@ -2453,6 +2456,7 @@ void render_parts(pixel *vid)
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//Reset coords/offset
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glTranslatef(0, YRES+MENUSIZE, 0);
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glScalef(1,-1,1);
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glBlendFunc(origBlendSrc, origBlendDst);
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#endif
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}
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@ -3199,6 +3199,7 @@ int search_ui(pixel *vid_buf)
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drawtext(vid_buf, gx+(w-textwidth(search_owners[mp]))/2, gy+YRES/GRID_Z+16, search_owners[mp], 128, 128, 128, 255);
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}
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clearScreen(1.0f);
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sdl_blit(0, 0, (XRES+BARSIZE), YRES+MENUSIZE, vid_buf, (XRES+BARSIZE));
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ui_edit_process(mx, my, b, &ed);
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