fix Model doesn't obey m_bTextureWrapping
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@@ -317,12 +317,12 @@ void Model::DrawCelShaded()
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void Model::DrawPrimitives()
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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/* Don't if we're fully transparent */
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if( m_pTempState->diffuse[0].a < 0.001f && m_pTempState->glow.a < 0.001f )
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return;
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Actor::SetRenderStates(); // set Actor-specified render states
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DISPLAY->Scale( 1, -1, 1 ); // flip Y so positive is up
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//////////////////////
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@@ -359,7 +359,6 @@ void Model::DrawPrimitives()
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fScrollX += mat.diffuse.m_fTexOffsetX;
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float fScrollY = mat.diffuse.m_fTexVelocityY * mat.diffuse.GetSecondsIntoAnimation() / mat.diffuse.GetAnimationLengthSeconds();
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fScrollY += mat.diffuse.m_fTexOffsetY;
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DISPLAY->SetTextureWrapping( true );
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DISPLAY->TextureTranslate( fScrollX, fScrollY, 0 );
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}
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@@ -369,6 +368,7 @@ void Model::DrawPrimitives()
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{
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// render the diffuse texture
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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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DrawMesh( i );
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@@ -376,6 +376,8 @@ void Model::DrawPrimitives()
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if( mat.alpha.GetCurrentTexture() )
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{
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DISPLAY->SetTexture( 0, mat.alpha.GetCurrentTexture() );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
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// UGLY: This overrides the Actor's BlendMode
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DISPLAY->SetBlendMode( BLEND_ADD );
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@@ -387,12 +389,14 @@ void Model::DrawPrimitives()
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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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DISPLAY->SetTexture( 1, mat.alpha.GetCurrentTexture() );
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Actor::SetTextureRenderStates(); // set Actor-specified render states
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DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
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DISPLAY->SetTextureModeAdd();
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DISPLAY->SetTextureFiltering( true );
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@@ -450,6 +454,7 @@ void Model::DrawPrimitives()
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{
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msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
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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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}
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else
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{
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