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Turns out I left flat primitives in vertex buffer mode. Switch them back to immediate which works correctly..
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@ -688,7 +688,7 @@ static GLboolean r300_run_render(GLcontext *ctx,
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if(ctx->Texture.Unit[0].Enabled)
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return r300_run_tex_render(ctx, stage);
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else
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return r300_run_vb_flat_render(ctx, stage);
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return r300_run_flat_render(ctx, stage);
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#else
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return GL_TRUE;
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#endif
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