draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet
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@@ -122,11 +122,12 @@ void GraphDisplay::Update( float fDeltaTime )
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void GraphDisplay::DrawPrimitives()
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{
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DISPLAY->SetTexture( m_pTexture );
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTexture( 0, m_pTexture );
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Actor::SetRenderStates(); // set Actor-specified render states
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DISPLAY->DrawQuads( Slices, ARRAYSIZE(Slices) );
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DISPLAY->SetTexture( NULL );
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DISPLAY->SetTexture( 0, NULL );
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}
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