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GRIM: Get rid of a few TinyGL-only lines.
Now that TinyGL behaves better around matrices, these lines become superfluous.
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@@ -877,7 +877,7 @@ void GfxTinyGL::rotateViewpoint(const Math::Matrix4 &rot) {
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}
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void GfxTinyGL::translateViewpointFinish() {
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//glMatrixMode(GL_MODELVIEW); // exist in opengl but doesn't work properly here
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tglMatrixMode(TGL_MODELVIEW);
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tglPopMatrix();
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}
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@@ -1247,12 +1247,9 @@ void GfxTinyGL::selectTexture(const Texture *texture) {
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// Grim has inverted tex-coords, EMI doesn't
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if (g_grim->getGameType() != GType_MONKEY4) {
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tglPushMatrix(); // removed in opengl but here doesn't work properly after remove
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tglMatrixMode(TGL_TEXTURE);
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tglLoadIdentity();
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tglScalef(1.0f / texture->_width, 1.0f / texture->_height, 1);
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tglMatrixMode(TGL_MODELVIEW); // removed in opengl but here doesn't work properly after remove
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tglPopMatrix(); // removed in opengl but here doesn't work properly after remove
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}
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}
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