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- activate the texture layers if needed.
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@ -93,6 +93,9 @@ bool GLInstance::SetTexture(int picnum, FGameTexture* tex, int paletteid, int me
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if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
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if (TextureType == TT_INDEXED) renderState.Flags |= RF_UsePalette;
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else renderState.Flags &= ~RF_UsePalette;
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else renderState.Flags &= ~RF_UsePalette;
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GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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GLInterface.SetAlphaThreshold(tex->alphaThreshold);
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UseBrightmaps(tex->GetBrightmap() != nullptr);
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UseGlowMapping(tex->GetGlowmap() != nullptr);
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UseDetailMapping(tex->GetDetailmap() != nullptr);
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return true;
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return true;
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}
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}
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