qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);CHECKGLERROR
- qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_ARB);CHECKGLERROR
+ qglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);CHECKGLERROR // for GL_INTERPOLATE_ARB mode
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);CHECKGLERROR
qglTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);CHECKGLERROR
if (mesh_var)
{
float *out = varray_texcoord2f[tmu];
- while (--numverts)
+ while (numverts--)
{
*out++ = *texcoord2f++;
*out++ = *texcoord2f++;
if (mesh_var)
{
float *out = varray_color4f;
- while (--numverts)
+ while (numverts--)
{
*out++ = *color4f++;
*out++ = *color4f++;
memcpy(varray_color4f, color4f, numverts * sizeof(float[4]));
}
+void R_ScrollTexCoord2f (float *out2f, const float *in2f, int numverts, float s, float t)
+{
+ while (numverts--)
+ {
+ *out2f++ = *in2f++ + s;
+ *out2f++ = *in2f++ + t;
+ }
+}
+
//===========================================================================
// vertex array caching subsystem
//===========================================================================