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- use drfrag's suggested fix of checking for valid texture access, rather than checking whether it is null, when drawing fog boundaries in the software renderer
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@ -143,7 +143,7 @@ namespace swrenderer
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auto viewport = Thread->Viewport.get();
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Clip3DFloors *clip3d = Thread->Clip3D.get();
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if (curline->sidedef->GetTexture(side_t::mid).isNull())
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if (!curline->sidedef->GetTexture(side_t::mid).isValid())
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return false;
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FTexture *ttex = TexMan.GetPalettedTexture(curline->sidedef->GetTexture(side_t::mid), true);
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