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Oops (forgot to remove a debug statement).
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@ -396,7 +396,6 @@ const GLuint MagFiltGL[2] = {
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// This should not have to be done per texture! OpenGL is silly yo
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// TODO: Dirty-check this against the current texture.
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void UpdateSamplingParams(TexCacheEntry &entry, bool force) {
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force = true;
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int minFilt = gstate.texfilter & 0x7;
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int magFilt = (gstate.texfilter>>8) & 1;
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bool sClamp = gstate.texwrap & 1;
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