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refactoring: selectable gfx renderer groundwork
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@@ -898,7 +898,7 @@ basic_section::create_geometry() {
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// since sections can be empty, we're doing lazy initialization of the geometry bank, when something may actually use it
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if( m_geometrybank == null_handle ) {
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m_geometrybank = GfxRenderer.Create_Bank();
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m_geometrybank = GfxRenderer->Create_Bank();
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}
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for( auto &shape : m_shapes ) {
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@@ -1182,7 +1182,7 @@ basic_region::insert( shape_node Shape, scratch_data &Scratchpad, bool const Tra
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if( Global.CreateSwitchTrackbeds ) {
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auto const materialname{ GfxRenderer.Material( Shape.data().material ).name };
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auto const materialname{ GfxRenderer->Material( Shape.data().material ).name };
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for( auto const &switchtrackbedtexture : switchtrackbedtextures ) {
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if( materialname.find( switchtrackbedtexture ) != std::string::npos ) {
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// geometry with blacklisted texture, part of old switch trackbed; ignore it
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