and clientactivetexture - even though only the former is needed, and do
so before switching the matrixmode to texture)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8142
d7cf8633-e32d-0410-b094-
e92efae38249
unit->matrix = *matrix;
CHECKGLERROR
Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
unit->matrix = *matrix;
CHECKGLERROR
Matrix4x4_ToArrayDoubleGL(&unit->matrix, glmatrix);
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
GL_ActiveTexture(unitnum);
GL_ActiveTexture(unitnum);
+ GL_ClientActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
qglLoadMatrixd(glmatrix);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
qglLoadMatrixd(glmatrix);CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
{
unit->texmatrixenabled = false;
CHECKGLERROR
{
unit->texmatrixenabled = false;
CHECKGLERROR
- qglMatrixMode(GL_TEXTURE);CHECKGLERROR
GL_ActiveTexture(unitnum);
GL_ActiveTexture(unitnum);
+ GL_ClientActiveTexture(unitnum);
+ qglMatrixMode(GL_TEXTURE);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}
qglLoadIdentity();CHECKGLERROR
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
}