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Sync with upstream (Issue #30).
Recompiled tier1 and mathlib for all platforms will come in next commit.
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@ -107,11 +107,11 @@ ITexture *GetFullFrameFrameBufferTexture( int textureIndex )
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char name[256];
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if( textureIndex != 0 )
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{
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sprintf( name, "_rt_FullFrameFB%d", textureIndex );
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V_sprintf_safe( name, "_rt_FullFrameFB%d", textureIndex );
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}
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else
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{
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Q_strcpy( name, "_rt_FullFrameFB" );
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V_strcpy_safe( name, "_rt_FullFrameFB" );
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}
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s_pFullFrameFrameBufferTexture[textureIndex].Init( materials->FindTexture( name, TEXTURE_GROUP_RENDER_TARGET ) );
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Assert( !IsErrorTexture( s_pFullFrameFrameBufferTexture[textureIndex] ) );
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