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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); CHECK_GL_ERROR; // Black Background
glClearDepth( -1.0f ); CHECK_GL_ERROR; // Depth Buffer Setup
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); CHECK_GL_ERROR;
glMatrixMode( GL_PROJECTION ); CHECK_GL_ERROR;
glOrtho( 0.0, mDisplay.width(), 0.0, mDisplay.height(), -1024.0, 1024.0 ); CHECK_GL_ERROR;
glDepthRange( -1.0f, 200.0f );
glEnable( GL_TEXTURE_2D ); CHECK_GL_ERROR;
glEnable( GL_BLEND ); CHECK_GL_ERROR; // Turn Blending On
glEnable( GL_DEPTH_TEST); CHECK_GL_ERROR; // Turn Depth Testing On
glDepthFunc( GL_GEQUAL );
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