always honor m_bTextureWrapping; I can think of obvious uses for
it when using custom texture coords
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@@ -263,16 +263,13 @@ void Sprite::DrawPrimitives()
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v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
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v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
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v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
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/* XXX: Why don't we honor m_bTextureWrapping when using custom coords? */
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DISPLAY->EnableTextureWrapping();
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}
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else
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{
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const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
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TexCoordsFromRect(v, *pTexCoordRect);
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DISPLAY->EnableTextureWrapping(m_bTextureWrapping);
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}
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DISPLAY->EnableTextureWrapping(m_bTextureWrapping);
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}
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DISPLAY->SetTextureModeModulate();
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