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Fix banner rendering
I guess we've been doing the clamping wrong all along and it just happened to work in the past?
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@ -1577,21 +1577,21 @@ class Renderer(object):
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glEnable(texture.target)
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glBindTexture(texture.target, texture.id)
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if mat.Textures[0][1] == 0x0:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP)
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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elif mat.Textures[0][1] == 0x1:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_REPEAT)
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elif mat.Textures[0][1] == 0x2:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
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else:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP)
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
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if mat.Textures[0][2] == 0x0:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP)
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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elif mat.Textures[0][2] == 0x1:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_REPEAT)
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elif mat.Textures[0][2] == 0x2:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT)
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else:
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP)
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glTexParameteri(texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT)
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glInterleavedArrays(GL_T4F_V4F, 0, array)
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