oops, this breaks particle surface emittance altogether, so right now it's a tradeoff between unnecessary memory usage and cpu vs no surface emittance
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@45 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -727,7 +727,7 @@ void GLMod_LoadTextures (lump_t *l)
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tx->width = mt->width;
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tx->height = mt->height;
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tx->parttype = FindParticleType(va("tex_%s", tx->name));
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tx->parttype = ParticleTypeForName(va("tex_%s", tx->name));
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if (!mt->offsets[0]) //this is a hl external style texture, load it a little later (from a wad)
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{
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