fix multitexture
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@@ -960,16 +960,16 @@ void RageDisplay_D3D::DrawCompiledGeometryInternal( const RageCompiledGeometry *
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if( !bLighting )
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{
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_TFACTOR );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_TFACTOR );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_TFACTOR );
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}
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p->Draw( iMeshIndex );
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if( !bLighting )
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{
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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}
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}
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@@ -1034,11 +1034,14 @@ void RageDisplay_D3D::SetTextureModeModulate()
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if( g_iCurrentTextureIndex >= (int) g_DeviceCaps.MaxSimultaneousTextures ) // not supported
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return;
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// Use D3DTA_CURRENT instead of diffuse so that multitexturing works
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// properly. For stage 0, D3DTA_CURRENT is the diffuse color.
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_MODULATE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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@@ -1048,10 +1051,10 @@ void RageDisplay_D3D::SetTextureModeGlow()
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
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}
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@@ -1061,10 +1064,10 @@ void RageDisplay_D3D::SetTextureModeAdd()
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return;
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLORARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_COLOROP, D3DTOP_ADD );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAARG2, D3DTA_CURRENT );
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g_pd3dDevice->SetTextureStageState( g_iCurrentTextureIndex, D3DTSS_ALPHAOP, D3DTOP_ADD );
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}
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@@ -1186,7 +1189,6 @@ void RageDisplay_D3D::SetMaterial(
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c.r += emissive.r + ambient.r;
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c.g += emissive.g + ambient.g;
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c.b += emissive.b + ambient.b;
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c.r = 1;
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RageVColor c2 = c;
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DWORD c3 = *(DWORD*)&c2;
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g_pd3dDevice->SetRenderState( D3DRS_TEXTUREFACTOR, c3 );
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