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Don't apply TEXTURE_MIN/MAX_LOD state to texture rectangles
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@@ -1684,10 +1684,13 @@ void GLResourceManager::Apply_InitialState(GLResource live, InitialContentData i
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gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_R, (GLint *)&state->wrap[0]);
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gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_S, (GLint *)&state->wrap[1]);
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gl.glTextureParameterivEXT(live.name, details.curType, eGL_TEXTURE_WRAP_T, (GLint *)&state->wrap[2]);
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_BORDER_COLOR, state->border);
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_LOD_BIAS, &state->lodBias);
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if(details.curType != eGL_TEXTURE_RECTANGLE)
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{
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MIN_LOD, &state->minLod);
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gl.glTextureParameterfvEXT(live.name, details.curType, eGL_TEXTURE_MAX_LOD, &state->maxLod);
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}
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}
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}
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else
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