This was SVN commit r922.
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1b3887a274
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@ -584,6 +584,7 @@ void CPatchRData::RenderBaseSplats()
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// setup data pointers
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u32 stride=sizeof(SBaseVertex);
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MICROLOG(L"data pointers");
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glVertexPointer(3,GL_FLOAT,stride,base+offsetof(SBaseVertex,m_Position));
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glColorPointer(4,GL_UNSIGNED_BYTE,stride,base+offsetof(SBaseVertex,m_Color));
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glTexCoordPointer(2,GL_FLOAT,stride,base+offsetof(SBaseVertex,m_UVs[0]));
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@ -598,6 +599,7 @@ void CPatchRData::RenderBaseSplats()
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for (uint j=0;j<batch->m_IndexData.size();j++) {
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MICROLOG(L"el");
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glDrawElements(GL_QUADS,(GLsizei)batch->m_IndexData[j].first,GL_UNSIGNED_SHORT,batch->m_IndexData[j].second);
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MICROLOG(L".");
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g_Renderer.m_Stats.m_DrawCalls++;
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g_Renderer.m_Stats.m_TerrainTris+=(u32)batch->m_IndexData[j].first/2;
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@ -716,6 +718,11 @@ void CPatchRData::RenderBlendSplats()
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// restore default state: switch off blending
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glDisable(GL_BLEND);
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// switch off second uv set
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glClientActiveTexture(GL_TEXTURE1);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glClientActiveTexture(GL_TEXTURE0);
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// switch off texture unit 1, make unit 0 active texture
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g_Renderer.BindTexture(1,0);
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glActiveTexture(GL_TEXTURE0);
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