- 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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@ -96,7 +96,7 @@ void FGLRenderer::DrawPSprite (player_t * player,pspdef_t *psp,fixed_t sx, fixed
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FMaterial * tex = FMaterial::ValidateTexture(lump, true, false);
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if (!tex) return;
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tex->Bind(CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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gl_RenderState.SetMaterial(tex, CLAMP_XY_NOMIP, 0, OverrideShader, alphatexture);
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int vw = viewwidth;
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int vh = viewheight;
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