Animated faces with bumpmapping now behave as expected.

This commit is contained in:
Shyotl
2011-10-21 15:03:46 -05:00
parent fb32a0be5a
commit 53f5957b92
2 changed files with 15 additions and 5 deletions

View File

@@ -11,6 +11,6 @@ void main()
//transform vertex
gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
gl_TexCoord[1] = gl_TextureMatrix[0] * gl_MultiTexCoord1;
gl_FrontColor = gl_Color;
}

View File

@@ -1374,11 +1374,16 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
}
else
{
gGL.getTexUnit(1)->activate();
if (!gPipeline.canUseVertexShaders())
{
gGL.getTexUnit(1)->activate();
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
}
gGL.getTexUnit(0)->activate();
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
gPipeline.mTextureMatrixOps++;
gGL.getTexUnit(0)->activate();
}
glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
@@ -1415,9 +1420,14 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture, BOOL
}
else
{
gGL.getTexUnit(1)->activate();
glLoadIdentity();
if (!gPipeline.canUseVertexShaders())
{
gGL.getTexUnit(1)->activate();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
gGL.getTexUnit(0)->activate();
glMatrixMode(GL_TEXTURE);
}
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);