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Working D3D TIND rendering
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@@ -2000,7 +2000,7 @@ void CElementGen::RenderParticlesIndirectTexture()
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if (!clipRect.x0_valid)
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continue;
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CGraphics::ResolveSpareTexture(clipRect, true, false);
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CGraphics::ResolveSpareTexture(clipRect);
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g_instIndTexData.emplace_back();
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SParticleInstanceIndTex& inst = g_instIndTexData.back();
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