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git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1853 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -80,6 +80,7 @@ mpic_t *draw_backtile;
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int translate_texture;
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int char_texture, char_tex2, default_char_texture;
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int missing_texture; //texture used when one is missing.
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int cs_texture; // crosshair texture
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extern int detailtexture;
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@ -995,6 +996,8 @@ TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
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crosshair.modified=true;
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crosshairimage.modified = true;
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missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false);
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GL_SetupSceneProcessingTextures();
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start = Hunk_LowMark ();
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@ -1678,8 +1681,17 @@ void GLDraw_ShaderImage (int x, int y, int w, int h, float s1, float t1, float s
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((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0];
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((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0];
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*/
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draw_mesh_colors[0][0] = 255;
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draw_mesh_colors[0][1] = 255;
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draw_mesh_colors[0][2] = 255;
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draw_mesh_colors[0][3] = 255;
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draw_mesh.colors_array = draw_mesh_colors;
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draw_mesh.numvertexes = 4;
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draw_mesh.numindexes = 6;
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R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED);
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R_RenderMeshBuffer ( &mb, false );
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draw_mesh.colors_array = NULL;
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