OpenGL2: Direct state access, part 1: Texture binds
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@@ -374,7 +374,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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//tess.numIndexes = 0;
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tess.firstIndex = tess.numIndexes;
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GL_Bind( image );
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GL_BindToTMU( image, TB_COLORMAP );
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GL_Cull( CT_TWO_SIDED );
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for ( t = mins[1]+HALF_SKY_SUBDIVISIONS; t <= maxs[1]+HALF_SKY_SUBDIVISIONS; t++ )
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