OpenGL2: Don't interleave texCoords and lightCoords in tess.
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9 changed files with 74 additions and 84 deletions
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@ -208,7 +208,7 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
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now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f;
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
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for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
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int off;
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float scale;
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vec3_t fNormal;
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