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OpenGL1: Decay float[8] to float * in tr_marks.c
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@ -414,7 +414,7 @@ int R_MarkFragments( int numPoints, const vec3_t *points, const vec3_t projectio
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indexes = (int *)( (byte *)surf + surf->ofsIndices );
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for ( k = 0 ; k < surf->numIndices ; k += 3 ) {
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for ( j = 0 ; j < 3 ; j++ ) {
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v = surf->points[0] + VERTEXSIZE * indexes[k+j];;
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v = &surf->points[0][0] + VERTEXSIZE * indexes[k+j];
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VectorMA( v, MARKER_OFFSET, surf->plane.normal, clipPoints[0][j] );
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}
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