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Enables GL_TEXTURE_2D always since we don't support FPP anymore.
Tested By: Langbart Differential Revision: https://code.wildfiregames.com/D4327 This was SVN commit r25982.
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@@ -421,7 +421,6 @@ void OverlayRenderer::RenderTexturedOverlayLines()
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ogl_WarnIfError();
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pglActiveTextureARB(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(0);
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@@ -518,7 +517,6 @@ void OverlayRenderer::RenderQuadOverlays()
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#endif
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pglActiveTextureARB(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(0);
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@@ -599,7 +597,6 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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pglActiveTextureARB(GL_TEXTURE0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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@@ -643,7 +640,6 @@ void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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if (g_Renderer.GetOverlayRenderMode() == WIREFRAME)
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@@ -721,7 +717,6 @@ void OverlayRenderer::RenderSphereOverlays()
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if (m->spheres.empty())
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return;
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDepthMask(0);
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