Minor bit of cleanup. Also now using glTexGenf instead of glTexGeni for fixed-function water texcoords.
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@@ -414,8 +414,8 @@ void LLDrawPoolWater::renderOpaqueLegacyWater()
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{
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glEnable(GL_TEXTURE_GEN_S); //texture unit 0
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glEnable(GL_TEXTURE_GEN_T); //texture unit 0
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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}
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// Use the fact that we know all water faces are the same size
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