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retab
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@ -1658,7 +1658,7 @@ reset() {
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hr = _d3d_device->GetCreationParameters (&creation_parameters);
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// default render to texture format
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// _screen->_render_to_texture_d3d_format = D3DFMT_X8R8G8B8;
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// _screen->_render_to_texture_d3d_format = D3DFMT_X8R8G8B8;
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// match the display mode format for render to texture
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_screen->_render_to_texture_d3d_format = _screen->_display_mode.Format;
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@ -2518,7 +2518,7 @@ do_issue_texture() {
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apply_texture(i, tc);
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set_texture_blend_mode(i, stage);
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int texcoord_dimensions = 0;
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int texcoord_dimensions = 2;
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CPT(TransformState) tex_mat = TransformState::make_identity();
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if (_state._tex_matrix->has_stage(stage)) {
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@ -2623,7 +2623,7 @@ do_issue_texture() {
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_d3d_device->SetRenderState(D3DRS_POINTSPRITEENABLE, any_point_sprite);
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if (!tex_mat->is_identity()) {
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if (tex_mat->is_2d() && texcoord_dimensions <= 2) {
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if (/*tex_mat->is_2d() &&*/ texcoord_dimensions <= 2) {
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// For 2-d texture coordinates, we have to reorder the matrix.
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LMatrix4f m = tex_mat->get_mat();
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m.set(m(0, 0), m(0, 1), m(0, 3), 0.0f,
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@ -3811,9 +3811,6 @@ draw_indexed_primitive_up(D3DPRIMITIVETYPE primitive_type,
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const unsigned char *buffer_start = buffer + stride * min_index;
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const unsigned char *buffer_end = buffer + stride * (max_index + 1);
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bool is_mickey = (_vertex_data->get_name() == "mickey");
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is_mickey = false;
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if (buffer_end - buffer > 0x10000) {
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// Actually, the buffer doesn't fit within the required limit
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// anyway. Go ahead and draw it and hope for the best.
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