* Remove use of GL_ARB_multitexture since this has been part of the
core API for many years now
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9 changed files with 42 additions and 84 deletions
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@ -765,13 +765,13 @@ image_t *R_CreateImage( const char *name, const byte *pic, int width, int height
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image->wrapClampMode = glWrapClampMode;
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// lightmaps are always allocated on TMU 1
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if ( qglActiveTextureARB && isLightmap ) {
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if ( glConfig.numTextureUnits > 1 && isLightmap ) {
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image->TMU = 1;
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} else {
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image->TMU = 0;
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}
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if ( qglActiveTextureARB ) {
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if ( glConfig.numTextureUnits > 1 ) {
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GL_SelectTexture( image->TMU );
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}
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@ -4849,7 +4849,7 @@ void R_DeleteTextures( void ) {
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tr.numImages = 0;
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Com_Memset( glState.currenttextures, 0, sizeof( glState.currenttextures ) );
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if ( qglActiveTextureARB ) {
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if ( glConfig.numTextureUnits > 1 ) {
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GL_SelectTexture( 1 );
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qglBindTexture( GL_TEXTURE_2D, 0 );
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GL_SelectTexture( 0 );
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