- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
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16 changed files with 37 additions and 35 deletions
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@ -214,7 +214,7 @@ void GLSprite::Draw(int pass)
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gl_RenderState.SetFog(0, 0);
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}
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if (gltexture) gltexture->Bind(CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
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if (gltexture) gl_RenderState.SetMaterial(gltexture, CLAMP_XY, translation, OverrideShader, !!(RenderStyle.Flags & STYLEF_RedIsAlpha));
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else if (!modelframe) gl_RenderState.EnableTexture(false);
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if (!modelframe)
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