added suppor for per vertex tex coord rendering
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@ -540,6 +540,12 @@ void DrawFill()
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}
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}
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if(tm==TMPerVert && !TMId.empty()) // in the case of per vertex tex coord we assume that we have a SINGLE texture.
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{
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curtexname = 0;
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D,TMId[curtexname]);
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}
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glBegin(GL_TRIANGLES);
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while( (partial)?(fp!=face_pointers.end()):(fi!=m->face.end()))
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