OpenGL2: Direct state access, part 1: Texture binds
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@@ -206,7 +206,7 @@ void RB_ShadowTessEnd( void ) {
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// draw the silhouette edges
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GL_Bind( tr.whiteImage );
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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GL_State( GLS_SRCBLEND_ONE | GLS_DSTBLEND_ZERO );
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qglColor3f( 0.2f, 0.2f, 0.2f );
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@@ -256,7 +256,7 @@ void RB_ShadowFinish( void ) {
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qglDisable (GL_CLIP_PLANE0);
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GL_Cull( CT_TWO_SIDED );
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GL_Bind( tr.whiteImage );
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GL_BindToTMU( tr.whiteImage, TB_COLORMAP );
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qglLoadIdentity ();
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