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removed direct texture binding. binding is now done through texture manager
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@@ -447,7 +447,7 @@ void TPythonScreens::init(cParser &parser, TModel3d *model, std::string const &n
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free(pyClassName);
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return; // nie ma takiego sub modelu w danej kabinie pomijamy
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}
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int textureId = subModel->GetTextureId();
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int textureId = TextureManager.Texture(subModel->GetTextureId()).id;
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if (textureId <= 0)
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{
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sprintf(buff, "Python Screen: invalid texture id %d - Ignoring screen", textureId);
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