* in iV_DrawTextRotated() select the model view matrix and don't depend on that one being selected already
* Also push and pop the model view matrix git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3737 4a71c877-e1ca-e34f-864e-861f7616d084master
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637edb1f0d
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24ba730bdb
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@ -608,7 +608,8 @@ void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotati
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glMatrixMode(GL_TEXTURE);
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glPushMatrix();
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glLoadIdentity();
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glLoadIdentity();
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glMatrixMode(matrix_mode);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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if (rotation != 0.f)
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if (rotation != 0.f)
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{
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{
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@ -626,6 +627,7 @@ void iV_DrawTextRotated(const char* string, float XPos, float YPos, float rotati
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glcRenderString(string);
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glcRenderString(string);
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glFrontFace(GL_CCW);
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glFrontFace(GL_CCW);
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glPopMatrix();
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glMatrixMode(GL_TEXTURE);
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(matrix_mode);
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glMatrixMode(matrix_mode);
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