A even more better fix for this
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@ -215,11 +215,11 @@ void HWR_RenderBatches(void)
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int polygonReadPos = 0;// position in polygonIndexArray
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int polygonReadPos = 0;// position in polygonIndexArray
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int currentShader;
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int currentShader;
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int nextShader;
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int nextShader = 0;
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GLMipmap_t *currentTexture;
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GLMipmap_t *currentTexture;
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GLMipmap_t *nextTexture;
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GLMipmap_t *nextTexture = NULL;
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FBITFIELD currentPolyFlags;
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FBITFIELD currentPolyFlags = 0;
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FBITFIELD nextPolyFlags;
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FBITFIELD nextPolyFlags = 0;
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FSurfaceInfo currentSurfaceInfo;
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FSurfaceInfo currentSurfaceInfo;
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FSurfaceInfo nextSurfaceInfo;
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FSurfaceInfo nextSurfaceInfo;
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@ -228,6 +228,10 @@ void HWR_RenderBatches(void)
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if (!currently_batching)
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if (!currently_batching)
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I_Error("HWR_RenderBatches called without starting batching");
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I_Error("HWR_RenderBatches called without starting batching");
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nextSurfaceInfo.LightInfo.fade_end = 0;
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nextSurfaceInfo.LightInfo.fade_start = 0;
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nextSurfaceInfo.LightInfo.light_level = 0;
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currently_batching = false;// no longer collecting batches
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currently_batching = false;// no longer collecting batches
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if (!polygonArraySize)
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if (!polygonArraySize)
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{
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{
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