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- fixed: The check for explicitly not splitting wall polygons at seg vertices was inverted.
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@ -195,7 +195,7 @@ void GLWall::RenderWall(int textured)
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gl_RenderState.ApplyLightIndex(dynlightindex);
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gl_RenderState.ApplyLightIndex(dynlightindex);
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if (gl.buffermethod != BM_DEFERRED)
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if (gl.buffermethod != BM_DEFERRED)
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{
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{
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MakeVertices(!(textured&RWF_NOSPLIT));
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MakeVertices(!!(textured&RWF_NOSPLIT));
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}
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}
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else if (vertcount == 0)
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else if (vertcount == 0)
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{
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{
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