last workaround did not work. Try a really simple one then.
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@ -1193,9 +1193,7 @@ public:
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void transform(const Matrix4& matrix, bool mirror)
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void transform(const Matrix4& matrix, bool mirror)
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{
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{
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if(g_brush_texturelock_enabled)
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if(g_brush_texturelock_enabled)
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{
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Texdef_transformLocked(m_texdefTransformed, m_shader.width(), m_shader.height(), m_plane.plane3(), matrix);
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Texdef_transformLocked(m_texdefTransformed, m_shader.width(), m_shader.height(), m_plane.plane3(), matrix);
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}
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m_planeTransformed.transform(matrix, mirror);
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m_planeTransformed.transform(matrix, mirror);
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@ -1551,11 +1551,9 @@ void CamWnd::Cam_Draw()
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glGetIntegerv (GL_VIEWPORT, viewprt);
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glGetIntegerv (GL_VIEWPORT, viewprt);
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#endif
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#endif
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// initialize OpenGL state for glClear to work
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GlobalShaderCache().render(RENDER_DEFAULT, m_Camera.modelview, m_Camera.projection, m_view.getViewer());
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// enable depth buffer writes
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// enable depth buffer writes
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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Vector3 clearColour(0, 0, 0);
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Vector3 clearColour(0, 0, 0);
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if(m_Camera.draw_mode != cd_lighting)
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if(m_Camera.draw_mode != cd_lighting)
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