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LOL CODE UPDATE: There may be quite a bit of unestimated overhead to hacking volumetric textures.

So I've decided to stop checking the FPS until I finish Hiatus (probably a couple more days' work), when, if necessary, I can code in a special case for the texture manager allocation call which will force GL_TEXTURE_2D when the depth parameter = 1. I figure this solution will allow me to use the dirty dirty volumetric texture hack if it ever is necessary in the future.

But... yeah... (expects a bunch of 'told ya so's)
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