Uncomment the texture binding check in R_Mesh_TexBind so that the engine makes less...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 7 Apr 2018 19:27:07 +0000 (19:27 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 7 Apr 2018 19:27:07 +0000 (19:27 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12371 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c

index 61e5291..fa8fc68 100644 (file)
@@ -3873,8 +3873,8 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex)
        int tex2d, tex3d, texcubemap, texnum;
        if (unitnum >= vid.teximageunits)
                return;
-//     if (unit->texture == tex)
-//             return;
+       if (unit->texture == tex)
+               return;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20: