fix multipass path doesn't clear 2nd texture unit if model doesn't have 2nd material
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@@ -413,11 +413,6 @@ void Model::DrawPrimitives()
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}
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else
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{
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// render the diffuse texture with texture unit 1
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DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
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// render the additive texture with texture unit 2
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if( mat.alpha.GetCurrentTexture() )
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{
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@@ -427,7 +422,16 @@ void Model::DrawPrimitives()
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DISPLAY->SetTextureModeAdd();
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DISPLAY->SetTextureFiltering( true );
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}
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else
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{
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DISPLAY->SetTexture( 1, NULL );
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}
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// render the diffuse texture with texture unit 1
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DISPLAY->SetTexture( 0, mat.diffuse.GetCurrentTexture() );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
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/* go */
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DrawMesh( i );
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