if (r_shadow_glossexact.integer)
permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
}
+ if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
+ R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
+ else
+ R_Mesh_ColorPointer(NULL, 0, 0);
}
else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
{