Only enable multitexturing if a texture is bound to unit 1
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@ -843,7 +843,9 @@ static GLuint _glKosArraysApplyClipping(GLfloat *uvsrc, GLuint uvstride, GLenum
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static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) {
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if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
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_glKosPushMultiTexObject(_glKosBoundMultiTexID(),
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GL_TEXTURE_OBJECT* tex = _glKosBoundMultiTexID();
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if(tex) {
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_glKosPushMultiTexObject(tex,
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(pvr_vertex_t *)_glKosVertexBufPointer(),
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count);
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@ -851,6 +853,7 @@ static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) {
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_glKosArraysSwizzleQuadsMultiTex(count);
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}
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}
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}
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static inline void _glKosArraysApplyVertexFlags(GLenum mode, pvr_vertex_t *dst, GLuint count) {
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switch(mode) {
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