Attempting to unbreak things in really really subtle ways.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3717 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2011-01-23 03:51:27 +00:00
parent 8fc0df0f44
commit efe2efa192
3 changed files with 15 additions and 3 deletions

View file

@ -2308,7 +2308,7 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
int perm;
perm = 0;
/* if (TEXVALID(shaderstate.curtexnums->bump) && s->programhandle[perm|PERMUTATION_BUMPMAP].glsl)
if (TEXVALID(shaderstate.curtexnums->bump) && s->programhandle[perm|PERMUTATION_BUMPMAP].glsl)
perm |= PERMUTATION_BUMPMAP;
if (TEXVALID(shaderstate.curtexnums->specular) && s->programhandle[perm|PERMUTATION_SPECULAR].glsl)
perm |= PERMUTATION_SPECULAR;
@ -2319,7 +2319,7 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
if (TEXVALID(shaderstate.curtexnums->upperoverlay) && s->programhandle[perm|PERMUTATION_UPPER].glsl)
perm |= PERMUTATION_UPPER;
if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && s->programhandle[perm|PERMUTATION_OFFSET].glsl)
perm |= PERMUTATION_OFFSET;*/
perm |= PERMUTATION_OFFSET;
GL_SelectProgram(s->programhandle[perm].glsl);
BE_SendPassBlendAndDepth(pass->shaderbits);