Animated faces with bumpmapping now behave as expected.
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@@ -11,6 +11,6 @@ void main()
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//transform vertex
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gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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gl_TexCoord[1] = gl_TextureMatrix[0] * gl_MultiTexCoord1;
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gl_FrontColor = gl_Color;
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}
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@@ -1374,11 +1374,16 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
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}
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else
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{
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gGL.getTexUnit(1)->activate();
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if (!gPipeline.canUseVertexShaders())
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{
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gGL.getTexUnit(1)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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}
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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gPipeline.mTextureMatrixOps++;
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gGL.getTexUnit(0)->activate();
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}
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glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
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@@ -1415,9 +1420,14 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
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}
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else
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{
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gGL.getTexUnit(1)->activate();
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glLoadIdentity();
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if (!gPipeline.canUseVertexShaders())
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{
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gGL.getTexUnit(1)->activate();
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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}
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gGL.getTexUnit(0)->activate();
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glMatrixMode(GL_TEXTURE);
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}
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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