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Implement sprint glsl loading.
That was... easy.
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1 changed files with 7 additions and 1 deletions
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@ -45,11 +45,17 @@ static __attribute__ ((used)) const char rcsid[] =
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#include "QF/model.h"
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#include "QF/model.h"
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#include "QF/quakefs.h"
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#include "QF/quakefs.h"
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#include "QF/va.h"
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#include "QF/va.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GLSL/qf_textures.h"
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#include "compat.h"
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#include "compat.h"
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void
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void
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Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum)
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Mod_SpriteLoadTexture (mspriteframe_t *pspriteframe, int framenum)
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{
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{
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const char *name;
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name = va ("%s_%i", loadmodel->name, framenum);
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pspriteframe->gl_texturenum =
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GL_LoadQuakeTexture (name, pspriteframe->width, pspriteframe->height,
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pspriteframe->pixels);
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}
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}
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