+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
+ unit->t1d = texnum;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
+ unit->t2d = texnum;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
+ unit->t3d = texnum;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != 0)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ unit->tcubemap = 0;
+ qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
+ CHECKGLERROR
+ }
+}
+
+void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
+{
+ gltextureunit_t *unit = gl_state.units + unitnum;
+ if (unitnum >= backendunits)
+ return;
+ if (r_showtrispass)
+ return;
+ // update 1d texture binding
+ if (unit->t1d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ unit->t1d = 0;
+ qglBindTexture(GL_TEXTURE_1D, unit->t1d);
+ CHECKGLERROR
+ }
+ // update 2d texture binding
+ if (unit->t2d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ unit->t2d = 0;
+ qglBindTexture(GL_TEXTURE_2D, unit->t2d);
+ CHECKGLERROR
+ }
+ // update 3d texture binding
+ if (unit->t3d)
+ {
+ GL_ActiveTexture(unitnum);
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ unit->t3d = 0;
+ qglBindTexture(GL_TEXTURE_3D, unit->t3d);
+ CHECKGLERROR
+ }
+ // update cubemap texture binding
+ if (unit->tcubemap != texnum)
+ {
+ GL_ActiveTexture(unitnum);
+ if (texnum)
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);