update the rendered data, not the source data (fixes one-frame glitch)
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@@ -48,8 +48,10 @@ public:
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// parameters have no effect.
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Actor::SetTextureRenderStates();
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for( int i = 0; i < ARRAYSIZE(m_LineStrip); ++i )
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m_LineStrip[i].c = this->m_pTempState->diffuse[0];
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for( unsigned i = 0; i < m_Quads.size(); ++i )
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m_Quads[i].c = this->m_pTempState->diffuse[0];
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for( unsigned i = 0; i < VALUE_RESOLUTION*iCircleVertices; ++i )
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m_pCircles[i].c = this->m_pTempState->diffuse[0];
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DISPLAY->DrawQuads( &m_Quads[0], m_Quads.size() );
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