- 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

@ -267,7 +267,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
tex->Bind(CLAMP_NONE, translation, -1, false);
gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
gl_RenderState.Apply();
GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, inter);