fix Model doesn't obey m_bTextureWrapping
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@@ -328,6 +328,8 @@ void BitmapText::DrawChars()
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end++;
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTexture( 0, tex[start] );
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// don't bother setting texture render states for text. We never go outside of 0..1.
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//Actor::SetTextureRenderStates();
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RageSpriteVertex &start_vertex = verts[start*4];
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int iNumVertsToDraw = (end-start)*4;
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DISPLAY->DrawQuads( &start_vertex, iNumVertsToDraw );
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@@ -487,7 +489,7 @@ bool BitmapText::EarlyAbortDraw()
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// draw text at x, y using colorTop blended down to colorBottom, with size multiplied by scale
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void BitmapText::DrawPrimitives()
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{
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Actor::SetRenderStates(); // set Actor-specified render states
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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DISPLAY->SetTextureModeModulate();
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/* Draw if we're not fully transparent or the zbuffer is enabled */
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