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Always load envmaps as linear, they don't make much sense as nearest (consistent with lightmaps).
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@ -2805,7 +2805,7 @@ void BSPX_LoadEnvmaps(model_t *mod, bspx_header_t *bspx, void *mod_base)
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out[i].cubesize = LittleLong(in[i].cubesize);
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out[i].cubesize = LittleLong(in[i].cubesize);
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Q_snprintfz(imagename, sizeof(imagename), "textures/env/%s_%i_%i_%i", base, (int)mod->envmaps[i].origin[0], (int)mod->envmaps[i].origin[1], (int)mod->envmaps[i].origin[2]);
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Q_snprintfz(imagename, sizeof(imagename), "textures/env/%s_%i_%i_%i", base, (int)mod->envmaps[i].origin[0], (int)mod->envmaps[i].origin[1], (int)mod->envmaps[i].origin[2]);
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out[i].image = Image_GetTexture(imagename, NULL, IF_TEXTYPE_CUBE|IF_NOREPLACE, NULL, NULL, out[i].cubesize, out[i].cubesize, PTI_INVALID);
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out[i].image = Image_GetTexture(imagename, NULL, IF_TEXTYPE_CUBE|IF_LINEAR|IF_NOREPLACE, NULL, NULL, out[i].cubesize, out[i].cubesize, PTI_INVALID);
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}
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}
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