URenderPipeline: Fix rendering being affected by global glShadeModel state #116
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The
glShadeModelstate is initiallyGL_SMOOTH, but other code may change it toGL_FLATand if it doesn't change it back afterwards, users ofURenderPipelinemay not get the expected render result (e.g. trying to draw a gradient will result in a single flat color instead).The chance of some user of
URenderPipelineintentionally relying on this global state leaking in feels sufficiently low, that I don't think any backwards compatibility needs to be maintained for it. I don't think it is even necessary to make this behavior configurable, since we don't allow a single vertex to be shared by multiple primitives, so anything which could be achieved by using GL_FLAT can also by achieved by simply using the same data for all vertices of each primitive. And modern OpenGL doesn't support it anyway.