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OpenGL1: Use glGenTextures instead of hardcoded values
It's the proper way to use the OpenGL API. It's already done in the OpenGL2 renderer.
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@ -861,7 +861,7 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
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}
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image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
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image->texnum = 1024 + tr.numImages;
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qglGenTextures(1, &image->texnum);
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tr.numImages++;
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image->type = type;
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