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@ -321,9 +321,6 @@ void GL11_Draw2DImage(
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLint boundTexture = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &boundTexture);
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float u1 = srcRect.x / cache.width;
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float v1 = srcRect.y / cache.height;
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float u2 = (srcRect.x + srcRect.w) / cache.width;
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