+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
+ R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+ if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
+ {
+ R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+ }
+ else
+ {
+ R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
+ R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
+ R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
+ }
+ R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
+ if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ else
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
+ {