- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
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16 changed files with 37 additions and 35 deletions
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@ -267,7 +267,7 @@ void FMD3Model::RenderFrame(FTexture * skin, int frameno, int frameno2, double i
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FMaterial * tex = FMaterial::ValidateTexture(surfaceSkin, false);
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tex->Bind(CLAMP_NONE, translation, -1, false);
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gl_RenderState.SetMaterial(tex, CLAMP_NONE, translation, -1, false);
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gl_RenderState.Apply();
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GLRenderer->mModelVBO->SetupFrame(surf->vindex + frameno * surf->numVertices, surf->vindex + frameno2 * surf->numVertices, inter);
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