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GL1 multitexture bugfix
With "hand 2" and no "alias" models in player sight, sometimes only lightmap was visible. Now forcing disabled multitexture when needed. Another bugfix: "gl_showbbox 1" no longer produces OpenGL errors.
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7ffcd990c4
commit
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2 changed files with 5 additions and 6 deletions
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@ -409,6 +409,7 @@ R_DrawEntitiesOnList(void)
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}
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}
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glDepthMask(1); /* back to writing */
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glDepthMask(1); /* back to writing */
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R_EnableMultitexture(false);
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}
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}
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void
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void
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@ -825,14 +825,12 @@ R_DrawAliasModel(entity_t *currententity, const model_t *currentmodel)
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_2D);
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glBegin(GL_TRIANGLE_STRIP);
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for (i = 0; i < 8; i++)
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glEnableClientState(GL_VERTEX_ARRAY);
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{
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glVertexPointer(3, GL_FLOAT, 0, bbox);
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glVertex3fv(bbox[i]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_TEXTURE_2D);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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