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Workaround core context issues
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676526a518
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@ -1418,7 +1418,7 @@ static gl_texture_t *GL_AllocTexture( const char *name, texFlags_t flags )
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// copy initial params
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// copy initial params
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Q_strncpy( tex->name, name, sizeof( tex->name ));
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Q_strncpy( tex->name, name, sizeof( tex->name ));
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if( FBitSet( flags, TF_SKYSIDE ))
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if( FBitSet( flags, TF_SKYSIDE ) && glConfig.context != CONTEXT_TYPE_GL_CORE )
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tex->texnum = tr.skyboxbasenum++;
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tex->texnum = tr.skyboxbasenum++;
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else
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else
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{
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{
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@ -761,11 +761,8 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
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float s, t, os, ot;
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float s, t, os, ot;
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glpoly_t *p;
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glpoly_t *p;
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int i;
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int i;
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#ifndef XASH_GLES
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS );
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const qboolean useQuads = FBitSet( warp->flags, SURF_DRAWTURB_QUADS ) && glConfig.context == CONTEXT_TYPE_GL;
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#else
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const qboolean useQuads = false; // TODO: figure out why
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#endif
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if( !warp->polys ) return;
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if( !warp->polys ) return;
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