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turns out GL_WaterSurface wasn't binding the texture wasn't binding the
surface taxter. very ugly
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@ -599,11 +599,14 @@ 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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if (lighthalf)
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glColor4f(0.5,0.5,0.5, r_wateralpha->value);
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else
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glColor4f(1,1,1, r_wateralpha->value);
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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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