DRW: Remove DRW_state_clip_planes_reset
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@ -972,8 +972,6 @@ static void lightbake_render_scene_reflected(int layer, EEVEE_BakeRenderData *us
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}
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DRW_draw_pass(psl->transparent_pass);
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DRW_state_clip_planes_reset();
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DRW_stats_group_end();
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/* Restore */
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@ -687,7 +687,6 @@ void DRW_state_reset(void);
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void DRW_state_lock(DRWState state);
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void DRW_state_clip_planes_len_set(uint plane_len);
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void DRW_state_clip_planes_reset(void);
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/* Culling, return true if object is inside view frustum. */
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bool DRW_culling_sphere_test(const BoundSphere *bsphere);
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@ -390,7 +390,6 @@ void DRW_state_reset(void)
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/**
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* This only works if DRWPasses have been tagged with DRW_STATE_CLIP_PLANES,
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* and if the shaders have support for it (see usage of gl_ClipDistance).
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* Be sure to call DRW_state_clip_planes_reset() after you finish drawing.
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*/
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void DRW_state_clip_planes_len_set(uint plane_len)
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{
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@ -398,11 +397,6 @@ void DRW_state_clip_planes_len_set(uint plane_len)
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/* DUMMY TO REMOVE */
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}
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void DRW_state_clip_planes_reset(void)
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{
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/* DUMMY TO REMOVE */
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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@ -330,8 +330,6 @@ static void EDIT_CURVE_draw_scene(void *vedata)
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/* Thoses passes don't write to depth and are AA'ed using other tricks. */
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DRW_draw_pass(psl->overlay_edge_pass);
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DRW_draw_pass(psl->overlay_vert_pass);
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DRW_state_clip_planes_reset();
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}
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/* Cleanup when destroying the engine.
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@ -821,8 +821,6 @@ static void EDIT_MESH_draw_scene(void *vedata)
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DRW_draw_pass(psl->depth_hidden_wire_in_front);
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DRW_draw_pass(psl->edit_face_overlay_in_front);
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}
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DRW_state_clip_planes_reset();
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}
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static void EDIT_MESH_engine_free(void)
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@ -201,11 +201,6 @@ static void EDIT_METABALL_draw_scene(void *vedata)
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EDIT_METABALL_PassList *psl = ((EDIT_METABALL_Data *)vedata)->psl;
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/* render passes on default framebuffer. */
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DRW_draw_pass(psl->pass);
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/* If you changed framebuffer, double check you rebind
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* the default one with its textures attached before finishing */
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DRW_state_clip_planes_reset();
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}
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/* Cleanup when destroying the engine.
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