R_Mesh_TextureState(&m);
memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
qglActiveTexture(GL_TEXTURE3_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);
R_Mesh_TextureState(&m);
memcpy(varray_texcoord[0], texcoords, numverts * sizeof(float[4]));
memcpy(varray_texcoord[2], texcoords, numverts * sizeof(float[4]));
R_Shadow_GenTexCoords_Diffuse_Attenuation3D(varray_texcoord[1], numverts, varray_vertex, svectors, tvectors, normals, relativelightorigin, lightradius);
qglActiveTexture(GL_TEXTURE3_ARB);
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PRIMARY_COLOR_ARB);