Texture parameters are bound to the texture, and aren't generic
OpenGL state, so we need to set the texture *before* setting other stuff up.
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@@ -223,13 +223,13 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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const int fYStep = 8; // draw a segment every 8 pixels // this requires that the texture dimensions be a multiple of 8
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DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
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DISPLAY->SetBlendModeNormal();
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if( bDrawGlowOnly )
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DISPLAY->SetTextureModeGlow();
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else
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DISPLAY->SetTextureModeModulate();
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DISPLAY->EnableTextureWrapping();
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DISPLAY->SetTexture( m_sprHoldParts.GetTexture() );
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//
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// Draw the tail
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@@ -224,6 +224,7 @@ void Sprite::DrawPrimitives()
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v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
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v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
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DISPLAY->SetTexture( m_pTexture );
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if( m_pTexture )
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{
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@@ -253,7 +254,6 @@ void Sprite::DrawPrimitives()
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}
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}
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DISPLAY->SetTexture( m_pTexture );
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DISPLAY->SetTextureModeModulate();
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if( m_bBlendAdd )
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DISPLAY->SetBlendModeAdd();
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