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- use texture clamping for skies, because these textures do not always wrap.
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3 changed files with 3 additions and 2 deletions
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@ -503,7 +503,7 @@ static void polymost_drawpoly(vec2f_t const * const dpxy, int32_t const n, int32
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static int32_t skyzbufferhack_pass = 0;
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if (flatskyrender && skyzbufferhack_pass == 0)
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{
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polymost_flatskyrender(dpxy, n, method, tilesize);
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polymost_flatskyrender(dpxy, n, method|DAMETH_SKY, tilesize);
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return;
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}
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