draw models with 2 textures with multitexture instead of 2 passes. D3D multitexture not tested yet
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@@ -141,7 +141,7 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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// draw radar filling
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const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
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DISPLAY->SetTexture( NULL );
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTextureModeModulate();
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RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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