texture_t *t;
R_Mesh_Matrix(&ent->matrix);
for (i = 0, t = ent->model->textures;i < ent->model->numtextures;i++, t++)
- if (t->shader->shaderfunc[type] && ent->model->texturesurfacechains[i])
+ if (t->shader->shaderfunc[type] && t->currentframe && ent->model->texturesurfacechains[i])
t->shader->shaderfunc[type](ent, t->currentframe, ent->model->texturesurfacechains[i]);
}