OpenGL2: Don't interleave texCoords and lightCoords in tess.
This commit is contained in:
parent
1c1e1f61f1
commit
2349ef038e
9 changed files with 74 additions and 84 deletions
|
@ -1983,7 +1983,8 @@ typedef struct shaderCommands_s
|
|||
vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(16);
|
||||
int16_t normal[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
||||
int16_t tangent[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
||||
vec2_t texCoords[SHADER_MAX_VERTEXES][2] QALIGN(16);
|
||||
vec2_t texCoords[SHADER_MAX_VERTEXES] QALIGN(16);
|
||||
vec2_t lightCoords[SHADER_MAX_VERTEXES] QALIGN(16);
|
||||
uint16_t color[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
||||
int16_t lightdir[SHADER_MAX_VERTEXES][4] QALIGN(16);
|
||||
//int vertexDlightBits[SHADER_MAX_VERTEXES] QALIGN(16);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue