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No need to print that the renderer as retexturing support.
Retexturing support has been non-optional for years.
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2 changed files with 0 additions and 10 deletions
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@ -1393,11 +1393,6 @@ RI_Init()
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R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
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R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
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R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
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R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
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/* Options */
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R_Printf(PRINT_ALL, "Refresher build options:\n");
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R_Printf(PRINT_ALL, " + Retexturing support\n");
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Draw_GetPalette();
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Draw_GetPalette();
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R_Register();
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R_Register();
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@ -435,11 +435,6 @@ GL3_Init(void)
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R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
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R_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
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R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
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R_Printf(PRINT_ALL, "Client: " YQ2VERSION "\n\n");
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/* Options */
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R_Printf(PRINT_ALL, "Refresher build options:\n");
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R_Printf(PRINT_ALL, " + Retexturing support\n\n");
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if(sizeof(float) != sizeof(GLfloat))
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if(sizeof(float) != sizeof(GLfloat))
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{
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{
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// if this ever happens, things would explode because we feed vertex arrays and UBO data
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// if this ever happens, things would explode because we feed vertex arrays and UBO data
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