OpenGL2: Fix more reversed VectorCopy4() usage.

This commit is contained in:
SmileTheory 2016-09-13 01:41:46 -07:00
parent 7d063ba81d
commit bbc9e263f0

View file

@ -128,10 +128,10 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
R_VaoPackNormal(iNormal, normal);
VectorCopy4(tess.normal[ndx], iNormal);
VectorCopy4(tess.normal[ndx+1], iNormal);
VectorCopy4(tess.normal[ndx+2], iNormal);
VectorCopy4(tess.normal[ndx+3], iNormal);
VectorCopy4(iNormal, tess.normal[ndx]);
VectorCopy4(iNormal, tess.normal[ndx + 1]);
VectorCopy4(iNormal, tess.normal[ndx + 2]);
VectorCopy4(iNormal, tess.normal[ndx + 3]);
// standard square texture coordinates
VectorSet2(tess.texCoords[ndx ][0], s1, t1);
@ -1156,7 +1156,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
{
VectorCopy4(lightdir, dv->lightdir);
VectorCopy4(dv->lightdir, lightdir);
lightdir += 4;
}