- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.

This commit is contained in:
Christoph Oelckers 2014-09-09 12:00:42 +02:00
commit 4bb320a27c
16 changed files with 37 additions and 35 deletions

View file

@ -303,7 +303,7 @@ void FDMDModel::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
FMaterial * tex = FMaterial::ValidateTexture(skin, false);
tex->Bind(CLAMP_NONE, translation, -1, false);
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
gl_RenderState.Apply();
GLRenderer->mModelVBO->SetupFrame(frames[frameno].vindex, frames[frameno2].vindex, inter);