if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0)
GL_ConvertColorsFloatToByte();
- if (gl_backend_rebindtextures)
- {
- gl_backend_rebindtextures = false;
- GL_SetupTextureState();
- }
-
- GL_MeshState();
m[0] = buf_mesh.matrix.m[0][0];
m[1] = buf_mesh.matrix.m[0][1];
m[2] = buf_mesh.matrix.m[0][2];
if (overbright && j >= 0)
buf_mesh.texturergbscale[j] = 4;
+ if (gl_backend_rebindtextures)
+ {
+ gl_backend_rebindtextures = false;
+ GL_SetupTextureState();
+ }
+
+ GL_MeshState();
+
return true;
}