Fix overzealous optimization which did interesting things to lightmapping when
not using multitexture.
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@ -657,8 +657,8 @@ R_CalcAndBlendLightmaps (void)
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p = lightmap_polys[i];
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if (!p)
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continue;
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qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
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if (lightmap_modified[i]) {
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qfglBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
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GL_UploadLightmap (i);
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lightmap_modified[i] = false;
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}
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