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//dSprintf(errorBuffer, errorBufferSize, "%s\n Could not find texture: %s", errorBuffer, texFilename[i]);
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}
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found = found && foundTex;
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}
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for (int i = 0; i < MAX_PASSES; i++)
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{
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found = found && (!pass[i] || pass[i]->preloadTextures());
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found = found && (!pass[i] || pass[i]->preloadTextures(errorBuffer));
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}
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if (fallback != NULL)
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found = found && fallback->preloadTextures();
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found = found && (!mShaderData->DXVertexShaderName || ResourceManager->find(mShaderData->getVertexShaderPath())); // Transfer shaders too lmao (attempt)
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found = found && (!mShaderData->DXVertexShaderName || ResourceManager->find(mShaderData->getPixelShaderPath()));
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found = found && fallback->preloadTextures(errorBuffer);
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bool foundVert = (!mShaderData->DXVertexShaderName || ResourceManager->find(mShaderData->getVertexShaderPath())); // Transfer shaders too lmao (attempt)
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if (!foundVert)
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{
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//dSprintf(errorBuffer, errorBufferSize, "%s\n Could not find vertex shader: %s", errorBuffer,
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