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Actually load up the mvp and normal matrices.
Rather critical. I thought I'd done that :/
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@ -201,6 +201,8 @@ R_DrawAlias (void)
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qfglUniform1f (quake_mdl.shadelight.location, shadelight);
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qfglUniform1f (quake_mdl.shadelight.location, shadelight);
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qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
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qfglUniform3fv (quake_mdl.lightvec.location, 1, lightvec);
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qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
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qfglUniform2fv (quake_mdl.skin_size.location, 1, skin_size);
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qfglUniformMatrix4fv (quake_mdl.mvp_matrix.location, 1, false, mvp_mat);
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qfglUniformMatrix3fv (quake_mdl.norm_matrix.location, 1, false, norm_mat);
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_BYTE,
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qfglVertexAttribPointer (quake_mdl.vertex.location, 3, GL_BYTE,
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0, sizeof (aliasvrt_t),
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0, sizeof (aliasvrt_t),
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