// FIXME: Some stable way of determining if normals/tangets aren't going to be needed would be good for optimizing this
// Need to consider deformvertexes and tcgens that need normals and/or tangents (otherwise they'll slow-path generate them later), as well as some rendering settings
bWantNormals = true;
- bWantTangents = bWantNormals && (r_glsl.integer && gl_support_fragment_shader);
+ bWantTangents = true;//bWantNormals && (r_glsl.integer && gl_support_fragment_shader);
model->AnimateVertices(
model, ent->frameblend,
r_animCache[cacheIdx].vertexes,
if (ent->animcacheindex != 0)
{
rsurface.modelvertex3f = r_animCache[ent->animcacheindex-1].vertexes;
- rsurface.modelsvector3f = r_animCache[ent->animcacheindex-1].sVectors;
- rsurface.modeltvector3f = r_animCache[ent->animcacheindex-1].tVectors;
- rsurface.modelnormal3f = r_animCache[ent->animcacheindex-1].normals;
+ rsurface.modelsvector3f = wanttangents ? r_animCache[ent->animcacheindex-1].sVectors : NULL;
+ rsurface.modeltvector3f = wanttangents ? r_animCache[ent->animcacheindex-1].tVectors : NULL;
+ rsurface.modelnormal3f = wantnormals ? r_animCache[ent->animcacheindex-1].normals : NULL;
}
else if (wanttangents)
{