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Let the render specific texture loader decide on sky texture loading.
This is necessary to allow the glsl texture loader to process the sky textures.
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2 changed files with 3 additions and 3 deletions
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@ -60,6 +60,8 @@ Mod_ProcessTexture (texture_t *tx)
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{
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char name[32];
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if (!strncmp (tx->name, "sky", 3))
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return;
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snprintf (name, sizeof (name), "fb_%s", tx->name);
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tx->gl_fb_texturenum =
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Mod_Fullbright ((byte *) (tx + 1), tx->width, tx->height, name);
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@ -204,9 +204,7 @@ Mod_LoadTextures (bsp_t *bsp)
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if (!strncmp (mt->name, "sky", 3))
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loadmodel->skytexture = tx;
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else {
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Mod_ProcessTexture (tx);
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}
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Mod_ProcessTexture (tx);
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}
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// sequence the animations
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