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PS3: Texturing at least works now
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031da68c8e
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@ -86,8 +86,8 @@ static void FP_Load(FragmentProgram* fp, const u8* source) {
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}
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static void LoadFragmentPrograms(void) {
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FP_Load(&FP_list[0], ps_textured_fpo);
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FP_Load(&FP_list[1], ps_coloured_fpo);
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FP_Load(&FP_list[0], ps_coloured_fpo);
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FP_Load(&FP_list[1], ps_textured_fpo);
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}
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static void FP_SwitchActive(void) {
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@ -526,8 +526,8 @@ void Gfx_BindTexture(GfxResourceID texId) {
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texture.format = GCM_TEXTURE_FORMAT_A8R8G8B8 | GCM_TEXTURE_FORMAT_LIN;
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texture.mipmap = 1;
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texture.dimension = GCM_TEXTURE_DIMS_2D;
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texture.cubemap = GCM_FALSE;
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texture.remap = ((GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_B_SHIFT) |
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texture.cubemap = GCM_FALSE;
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texture.remap = ((GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_B_SHIFT) |
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(GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_G_SHIFT) |
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(GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_R_SHIFT) |
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(GCM_TEXTURE_REMAP_TYPE_REMAP << GCM_TEXTURE_REMAP_TYPE_A_SHIFT) |
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@ -138,7 +138,7 @@ void android_main(void) {
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SetupProgram(0, NULL);
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for (;;) { RunProgram(0, NULL); }
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}
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#elif defined CC_BUILD_3DS || defined CC_BUILD_PSP || defined CC_BUILD_GCWII || defined CC_BUILD_DREAMCAST || defined CC_BUILD_XBOX || defined CC_BUILD_PSVITA
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#elif defined CC_BUILD_3DS || defined CC_BUILD_PSP || defined CC_BUILD_GCWII || defined CC_BUILD_DREAMCAST || defined CC_BUILD_XBOX || defined CC_BUILD_PSVITA || defined CC_BUILD_PS3
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int main(int argc, char** argv) {
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SetupProgram(argc, argv);
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while (WindowInfo.Exists) {
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