{
int t1d, t2d, t3d, tcubemap;
int arrayenabled, arrayis3d;
- void *pointer_texcoord;
+ const void *pointer_texcoord;
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
int lockrange_first;
int lockrange_count;
int pointervertexcount;
- void *pointer_vertex;
- void *pointer_color;
+ const void *pointer_vertex;
+ const void *pointer_color;
}
gl_state;
// sets up the requested state
void R_Mesh_MainState(const rmeshstate_t *m)
{
- void *p;
+ const void *p;
BACKENDACTIVECHECK
if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2)
int i, combinergb, combinealpha;
float scale;
gltextureunit_t *unit;
- void *p;
+ const void *p;
BACKENDACTIVECHECK
int texcombinergb[MAX_TEXTUREUNITS]; // works with or without combine for some operations
int texcombinealpha[MAX_TEXTUREUNITS]; // does nothing without combine
int pointervertexcount;
- float *pointer_vertex;
- float *pointer_color;
- float *pointer_texcoord[MAX_TEXTUREUNITS];
+ const float *pointer_vertex;
+ const float *pointer_color;
+ const float *pointer_texcoord[MAX_TEXTUREUNITS];
}
rmeshstate_t;