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Fixed build problem with GL_VERSION_1_2.
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@ -105,13 +105,13 @@ extern int num_lock;
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glActiveTextureARB(GL_TEXTURE0_ARB + textureNo); \
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checkGLcall("glActiveTextureARB");
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#define GLMULTITEXCOORD1F(a,b) \
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glMultiTexCoord1fARB(GL_TEXTURE0 + a, b);
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glMultiTexCoord1fARB(GL_TEXTURE0_ARB + a, b);
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#define GLMULTITEXCOORD2F(a,b,c) \
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glMultiTexCoord2fARB(GL_TEXTURE0 + a, b, c);
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glMultiTexCoord2fARB(GL_TEXTURE0_ARB + a, b, c);
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#define GLMULTITEXCOORD3F(a,b,c,d) \
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glMultiTexCoord3fARB(GL_TEXTURE0 + a, b, c, d);
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glMultiTexCoord3fARB(GL_TEXTURE0_ARB + a, b, c, d);
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#define GLMULTITEXCOORD4F(a,b,c,d,e) \
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glMultiTexCoord4fARB(GL_TEXTURE0 + a, b, c, d, e);
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glMultiTexCoord4fARB(GL_TEXTURE0_ARB + a, b, c, d, e);
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#endif
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/* DirectX Device Limits */
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