- R_Mesh_TexBind(0, R_GetTexture(r_texture_blanknormalmap)); // normal
- R_Mesh_TexBind(1, R_GetTexture(r_texture_white)); // diffuse
- R_Mesh_TexBind(2, R_GetTexture(r_texture_white)); // gloss
- R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); // light filter
- R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); // fog
- R_Mesh_TexBind(5, R_GetTexture(r_texture_white)); // pants
- R_Mesh_TexBind(6, R_GetTexture(r_texture_white)); // shirt
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); // lightmap
- R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); // deluxemap
- R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
- //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix