fixed scanlines when you switch modes [zinx]
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@@ -91,6 +91,8 @@ int gl_start(int width, int height, int req_depth, int FullScreen)
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glBindTexture(GL_TEXTURE_1D, gltextures[3]);
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glBindTexture(GL_TEXTURE_1D, gltextures[3]);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE_ALPHA, 256, 0, GL_ALPHA,
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glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE_ALPHA, 256, 0, GL_ALPHA,
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GL_UNSIGNED_BYTE, scanbuffer);
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GL_UNSIGNED_BYTE, scanbuffer);
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