void R_Mesh_ColorPointer(const float *color4f)
{
+ if (r_showtrispass)
+ return;
if (gl_state.pointer_color != color4f)
{
CHECKGLERROR
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
// update array settings
if (texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d != tex1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d != texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
gltextureunit_t *unit = gl_state.units + unitnum;
if (unitnum >= backendunits)
return;
+ if (r_showtrispass)
+ return;
// update 1d texture binding
if (unit->t1d)
{
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (matrix->m[3][3])
{
// texmatrix specified, check if it is different
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (gl_combine.integer)
{
// GL_ARB_texture_env_combine
BACKENDACTIVECHECK
R_Mesh_VertexPointer(m->pointer_vertex);
-
- if (r_showtrispass)
- return;
-
R_Mesh_ColorPointer(m->pointer_color);
if (gl_backend_rebindtextures)