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maintenance: minor code tweaks
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@@ -433,10 +433,12 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
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m2 = 1.f;
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jmm2 = 0.f;
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}
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/*
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while( tv1 < 0.0 ) {
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tv1 += 1.0;
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}
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*/
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tv1 = clamp_circular( tv1, 1.0f );
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tv2 = tv1 - step / texturelength; // mapowanie na końcu segmentu
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t = fTsBuffer[ i ]; // szybsze od GetTFromS(s);
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