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Library: Don't set texture index to 0 on failure
It should be kept as NE_NO_TEXTURE.
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@ -304,7 +304,6 @@ int NE_MaterialTexLoad(NE_Material *tex, NE_TextureFormat fmt,
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if (tex->texindex == NE_NO_TEXTURE)
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{
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NE_DebugPrint("No free slots");
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tex->texindex = 0;
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return 0;
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}
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