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Allow depal palette entries to repeat.
This is what happens if the base is 0x10 in 8888 mode (means | 0x100.)
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@ -109,7 +109,7 @@ LPDIRECT3DTEXTURE9 DepalShaderCacheDX9::GetClutTexture(const u32 clutID, u32 *ra
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memcpy(rect.pBits, rawClut, 1024);
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tex->texture->UnlockRect(0);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MINFILTER, D3DTEXF_POINT);
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pD3Ddevice->SetSamplerState(1, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
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@ -152,7 +152,7 @@ GLuint DepalShaderCache::GetClutTexture(const u32 clutID, u32 *rawClut) {
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glTexImage2D(GL_TEXTURE_2D, 0, components, texturePixels, 1, 0, components2, dstFmt, (void *)rawClut);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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