- reactivated texture warping.
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3 changed files with 5 additions and 7 deletions
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@ -842,7 +842,7 @@ void FMaterial::Bind(int clampmode, int translation, int overrideshader)
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int maxbound = 0;
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bool allowhires = tex->xScale == FRACUNIT && tex->yScale == FRACUNIT;
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int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
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int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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if (tex->bHasCanvas || tex->bWarped) clampmode = 0;
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else if (clampmode != -1) clampmode &= 3;
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@ -889,7 +889,7 @@ void FMaterial::BindPatch(int translation, int overrideshader, bool alphatexture
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int shaderindex = overrideshader > 0? overrideshader : mShaderIndex;
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int maxbound = 0;
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int softwarewarp = gl_RenderState.SetupShader(tex->bHasCanvas, shaderindex, tex->gl_info.shaderspeed);
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int softwarewarp = gl_RenderState.SetupShader(shaderindex, tex->gl_info.shaderspeed);
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const FHardwareTexture *glpatch = mBaseLayer->BindPatch(0, translation, softwarewarp, alphatexture);
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// The only multitexture effect usable on sprites is the brightmap.
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