Comment out places which are using texture matrix mode for core profile
There is only two places which are using texture matrix mode: - Tiled tface support. - Texture shading mode for texture mapping. Both cases are subject for reconsideration: it is likely that we'll be getting rid of tface, which means game properties like tiles needs to be revisited anyway. As for texture shading it is using basic shader which is also not supported by core profile anyway.
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@@ -1103,9 +1103,13 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
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/* bind texture */
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glBindTexture(GL_TEXTURE_2D, ima->bindcode[TEXTARGET_TEXTURE_2D]);
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((float*) texbase->tex_mapping.mat); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#else
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(void)texbase;
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#endif
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/* use active UV texture layer */
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memset(gattribs, 0, sizeof(*gattribs));
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@@ -420,9 +420,11 @@ void GPU_clear_tpage(bool force)
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GTS.curtile = 0;
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GTS.curima = NULL;
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if (GTS.curtilemode != 0) {
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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GTS.curtilemode = 0;
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GTS.curtileXRep = 0;
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@@ -604,6 +606,7 @@ int GPU_verify_image(
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if (GTS.tilemode != GTS.curtilemode || GTS.curtileXRep != GTS.tileXRep ||
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GTS.curtileYRep != GTS.tileYRep)
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{
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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@@ -611,6 +614,7 @@ int GPU_verify_image(
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glScalef(ima->xrep, ima->yrep, 0); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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/* check if we have a valid image */
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@@ -2117,9 +2121,11 @@ void GPU_end_object_materials(void)
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/* resetting the texture matrix after the scaling needed for tiled textures */
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if (GTS.tilemode) {
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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}
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}
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@@ -2302,9 +2308,11 @@ void GPU_state_init(void)
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glDepthRange(0.0, 1.0);
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#if SUPPORT_LEGACY_MATRIX
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity(); /* TEXTURE */
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glMatrixMode(GL_MODELVIEW);
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#endif
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glFrontFace(GL_CCW);
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glCullFace(GL_BACK);
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