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- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.
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@ -399,6 +399,7 @@ void F2DDrawer::Flush()
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// DrawTypePoly may not use the color part of the vertex buffer because it needs to use gl_SetColor to produce proper output.
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if (lasttype == DrawTypePoly && dg->mType != DrawTypePoly)
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{
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gl_RenderState.ResetColor(); // this is needed to reset the desaturation.
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EnableColorArray(true);
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}
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else if (lasttype != DrawTypePoly && dg->mType == DrawTypePoly)
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