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Flip fade mask Y coordinates
For some reason every texture and flat loaded into GL is vertically flipped
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d2d73f085d
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1 changed files with 4 additions and 4 deletions
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@ -2307,22 +2307,22 @@ EXPORT void HWRAPI(DoScreenWipe)(float alpha)
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// Bottom left
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// Bottom left
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pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1.0f);
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pglVertex3f(-1.0f, -1.0f, 1.0f);
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pglVertex3f(-1.0f, -1.0f, 1.0f);
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// Top left
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// Top left
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pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, yfix);
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pglMultiTexCoord2f(GL_TEXTURE0, 0.0f, yfix);
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pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 1.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 0.0f, 0.0f);
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pglVertex3f(-1.0f, 1.0f, 1.0f);
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pglVertex3f(-1.0f, 1.0f, 1.0f);
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// Top right
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// Top right
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pglMultiTexCoord2f(GL_TEXTURE0, xfix, yfix);
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pglMultiTexCoord2f(GL_TEXTURE0, xfix, yfix);
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pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 1.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 0.0f);
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pglVertex3f(1.0f, 1.0f, 1.0f);
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pglVertex3f(1.0f, 1.0f, 1.0f);
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// Bottom right
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// Bottom right
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pglMultiTexCoord2f(GL_TEXTURE0, xfix, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE0, xfix, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 0.0f);
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pglMultiTexCoord2f(GL_TEXTURE1, 1.0f, 1.0f);
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pglVertex3f(1.0f, -1.0f, 1.0f);
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pglVertex3f(1.0f, -1.0f, 1.0f);
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pglEnd();
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pglEnd();
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