--- a/build_tools/autorevision/autorevision.cpp 2011-10-23 22:05:12.000000000 +0200 +++ b/build_tools/autorevision/autorevision.cpp 2021-06-16 20:25:30.037820011 +0200 @@ -635,7 +635,7 @@ const string cwd(GetWorkingDir()); if (!ChangeDir(_workingDir)) - return false; + return result; set_env("LANG", "C"); set_env("LC_ALL", "C"); @@ -645,7 +645,7 @@ ChangeDir(cwd); if (!process) - return false; + return result; char buf[1024]; if (fgets(buf, sizeof(buf), process)) --- a/lib/ivis_opengl/piedraw.c 2011-10-23 22:05:14.000000000 +0200 +++ b/lib/ivis_opengl/piedraw.c 2025-01-09 17:19:47.927557356 +0100 @@ -648,53 +648,21 @@ op_depth_pass_back = GL_DECR_WRAP_EXT; } - // generic 1-pass version - if (GLEE_EXT_stencil_two_side) - { - glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT); - glDisable(GL_CULL_FACE); - glStencilMask(~0); - glActiveStencilFaceEXT(GL_BACK); - glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back); - glStencilFunc(GL_ALWAYS, 0, ~0); - glActiveStencilFaceEXT(GL_FRONT); - glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front); - glStencilFunc(GL_ALWAYS, 0, ~0); - - pie_ShadowDrawLoop(); - - glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT); - } - // check for ATI-specific 1-pass version - else if (GLEE_ATI_separate_stencil) - { - glDisable(GL_CULL_FACE); - glStencilMask(~0); - glStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_KEEP, op_depth_pass_back); - glStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_KEEP, op_depth_pass_front); - glStencilFunc(GL_ALWAYS, 0, ~0); - - pie_ShadowDrawLoop(); - } - // fall back to default 2-pass version - else - { - glStencilMask(~0); - glStencilFunc(GL_ALWAYS, 0, ~0); - glEnable(GL_CULL_FACE); + glStencilMask(~0); + glStencilFunc(GL_ALWAYS, 0, ~0); + glEnable(GL_CULL_FACE); - // Setup stencil for front-facing polygons - glCullFace(GL_BACK); - glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front); + // Setup stencil for front-facing polygons + glCullFace(GL_BACK); + glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_front); - pie_ShadowDrawLoop(); + pie_ShadowDrawLoop(); - // Setup stencil for back-facing polygons - glCullFace(GL_FRONT); - glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back); + // Setup stencil for back-facing polygons + glCullFace(GL_FRONT); + glStencilOp(GL_KEEP, GL_KEEP, op_depth_pass_back); - pie_ShadowDrawLoop(); - } + pie_ShadowDrawLoop(); glEnable(GL_CULL_FACE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);