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renderer: load/unload water textures (similar to alpha maps); do that in delay load and avoid leaking them.
GUIrenderer: add oglSquelchError lib.h: add feq() (checks for floating point equality); remove redundant if from SAFE_DELETE maths: use new feq() Model*RData, VertexArray: fix trivial warnings This was SVN commit r2904.
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@@ -71,7 +71,7 @@ void CModelDefRData::PrepareStream(uint streamflags)
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return;
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u8* base = m_Array.Bind();
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size_t stride = m_Array.GetStride();
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GLsizei stride = (GLsizei)m_Array.GetStride();
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glTexCoordPointer(2, GL_FLOAT, stride, base + m_UV.offset);
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}
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