OpenGL2: Don't interleave texCoords and lightCoords in tess.

This commit is contained in:
SmileTheory 2016-11-25 01:17:46 -08:00
parent 1c1e1f61f1
commit 2349ef038e
9 changed files with 74 additions and 84 deletions

View file

@ -1026,7 +1026,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
vec4_t *outXYZ;
int16_t *outNormal;
int16_t *outTangent;
vec2_t (*outTexCoord)[2];
vec2_t *outTexCoord;
uint16_t *outColor;
int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
@ -1096,10 +1096,8 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
nrmMat[ 7] = vtxMat[ 2]*vtxMat[ 4] - vtxMat[ 0]*vtxMat[ 6];
nrmMat[ 8] = vtxMat[ 0]*vtxMat[ 5] - vtxMat[ 1]*vtxMat[ 4];
(*outTexCoord)[0][0] = data->texcoords[2*vtx + 0];
(*outTexCoord)[0][1] = data->texcoords[2*vtx + 1];
(*outTexCoord)[1][0] = (*outTexCoord)[0][0];
(*outTexCoord)[1][1] = (*outTexCoord)[0][1];
(*outTexCoord)[0] = data->texcoords[2*vtx + 0];
(*outTexCoord)[1] = data->texcoords[2*vtx + 1];
(*outXYZ)[0] =
vtxMat[ 0] * data->positions[3*vtx+0] +