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Don't always force swizzling
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@ -217,7 +217,7 @@ void GL_Bind (int texture_index)
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vid_palmode = GU_PSM_T8;
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}
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sceGuTexMode(texture.format, texture.mipmaps , 0, GU_TRUE);
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sceGuTexMode(texture.format, texture.mipmaps , 0, texture.swizzle);
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// Set the Texture filter.
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if (r_retro.value)
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