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#5710: Port the Quake 3 texture projection calculation code from GtkR…
…adiant and compensate the ComputeAxisBase rotation that is happening during idTech4 tex coord emission. This way we get the same visual appearance for brushes defined in Q3 map format while keeping the mandatory axis base to match what the dmap compiler in D3/TDM is inevitably doing. Fixup some unit test cases, since I got a few vertex coords wrong.
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