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vtf: fix cubemap loading
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d2b202836d
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@ -1195,6 +1195,10 @@ bool CMaterial::ShouldSkipVar( KeyValues *pVar, bool *pWasConditional )
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{
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bShouldSkip = !IsX360();
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}
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else if ( ! stricmp( pCond, "gameconsole" ) )
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{
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bShouldSkip = !IsGameConsole();
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}
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else
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{
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Warning( "unrecognized conditional test %s in %s\n", pVarName, GetName() );
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@ -432,12 +432,7 @@ bool CVTFTexture::Init( int nWidth, int nHeight, int nDepth, ImageFormat fmt, in
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m_nFrameCount = iFrameCount;
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m_nFaceCount = (iFlags & TEXTUREFLAGS_ENVMAP) ? CUBEMAP_FACE_COUNT : 1;
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if ( IsX360() && ( iFlags & TEXTUREFLAGS_ENVMAP ) )
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{
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// 360 has no reason to support sphere map
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m_nFaceCount = CUBEMAP_FACE_COUNT-1;
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}
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m_nFaceCount = (iFlags & TEXTUREFLAGS_ENVMAP) ? (CUBEMAP_FACE_COUNT-1) : 1;
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#if defined( _X360 )
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m_nMipSkipCount = 0;
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@ -1073,7 +1068,7 @@ bool CVTFTexture::UnserializeEx( CUtlBuffer &buf, bool bHeaderOnly, int nForceFl
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m_nFrameCount = header.numFrames;
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m_nFaceCount = (m_nFlags & TEXTUREFLAGS_ENVMAP) ? CUBEMAP_FACE_COUNT : 1;
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m_nFaceCount = (m_nFlags & TEXTUREFLAGS_ENVMAP) ? (CUBEMAP_FACE_COUNT-1) : 1;
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// NOTE: We're going to store space for all mip levels, even if we don't
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// have data on disk for them. This is for backward compatibility
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