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https://git.code.sf.net/p/quake/newtree
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glTexEnvf audit.
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parent
f383faa3c2
commit
0b8cf1e303
8 changed files with 19 additions and 37 deletions
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@ -961,7 +961,6 @@ void GL_Set2D (void)
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glDisable (GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glColor3ubv(lighthalf_v);
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}
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@ -155,7 +155,6 @@ void R_NetGraph (void)
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NET_TIMINGS, NET_GRAPHHEIGHT, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, ngraph_pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -522,7 +522,7 @@ void R_DrawParticles (void)
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glBindTexture (GL_TEXTURE_2D, particletexture);
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// LordHavoc: particles should not affect zbuffer
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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if (alphaTestEnabled)
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@ -653,7 +653,7 @@ void R_DrawParticles (void)
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glColor3ubv(lighthalf_v);
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if (alphaTestEnabled)
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glEnable(GL_ALPHA_TEST);
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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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/*
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@ -811,7 +811,7 @@ R_UpdateFires (void)
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if (!gl_fires->value)
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return;
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glDepthMask (0);
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glDepthMask(GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glBlendFunc (GL_ONE, GL_ONE);
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@ -827,7 +827,7 @@ R_UpdateFires (void)
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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glDepthMask(GL_TRUE);
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}
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void
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@ -184,7 +184,7 @@ void R_RenderDlights (void)
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r_dlightframecount = r_framecount + 1; // because the count hasn't
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// advanced yet for this frame
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glDepthMask (0);
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glDepthMask(GL_FALSE);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glBlendFunc (GL_ONE, GL_ONE);
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@ -200,7 +200,7 @@ void R_RenderDlights (void)
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glColor3ubv(lighthalf_v);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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glDepthMask(GL_TRUE);
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}
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@ -379,22 +379,15 @@ static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
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if (modelalpha != 1.0)
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glDepthMask(0);
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while (1)
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{
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while ((count = *order++)) {
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// get the vertex count and primitive type
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count = *order++;
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if (!count)
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break; // done
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if (count < 0)
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{
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if (count < 0) {
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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} else
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glBegin (GL_TRIANGLE_STRIP);
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do
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{
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do {
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// texture coordinates come from the draw list
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glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
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order += 2;
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@ -659,10 +652,6 @@ static void R_DrawAliasModel (entity_t *e)
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// This block is GL fullbright support for objects...
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if (clmodel->hasfullbrights && gl_fb_models->value &&
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paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) {
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/*
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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*/
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]);
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R_SetupAliasFrame (currententity->frame, paliashdr, true);
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}
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@ -129,8 +129,6 @@ void R_InitParticleTexture (void)
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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@ -458,7 +456,6 @@ void R_TranslatePlayerSkin (int playernum)
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scaled_width, scaled_height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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@ -474,6 +474,7 @@ dynamic:
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fullbright_polys[texture->gl_fb_texturenum] = s->polys;
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}
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glColor3ubv(lighthalf_v);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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/*
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@ -487,7 +488,7 @@ void R_BlendLightmaps (void)
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glpoly_t *p;
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float *v;
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glDepthMask (0); // don't bother writing Z
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glDepthMask(GL_FALSE); // don't bother writing Z
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glBlendFunc (GL_ZERO, GL_SRC_COLOR);
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glColor3f(1,1,1);
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@ -520,7 +521,7 @@ void R_BlendLightmaps (void)
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glColor3ubv(lighthalf_v);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1); // back to normal Z buffering
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glDepthMask(GL_TRUE); // back to normal Z buffering
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}
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/*
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@ -634,18 +635,16 @@ dynamic:
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void GL_WaterSurface(msurface_t *s)
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{
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int i;
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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i = s->texinfo->texture->gl_texturenum;
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glBindTexture (GL_TEXTURE_2D, i);
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if (r_wateralpha->value < 1.0)
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{
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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EmitWaterPolys (s);
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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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else
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EmitWaterPolys (s);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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/*
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@ -665,9 +664,8 @@ void R_DrawWaterSurfaces (void)
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glLoadMatrixf (r_world_matrix);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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if (r_wateralpha->value < 1.0)
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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i = -1;
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for (s = waterchain;s;s = s->texturechain)
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@ -683,7 +681,7 @@ void R_DrawWaterSurfaces (void)
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waterchain = NULL;
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if (r_wateralpha->value < 1.0)
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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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@ -264,8 +264,8 @@ GL_Init (void)
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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/*
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