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tileable flags are needed also without shaders because of filters
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@@ -250,6 +250,12 @@ struct TileSpec
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}
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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