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-rw-r--r--src/renderergl2/tr_surface.c6
1 files changed, 2 insertions, 4 deletions
diff --git a/src/renderergl2/tr_surface.c b/src/renderergl2/tr_surface.c
index 1e4ab811..ca804ee8 100644
--- a/src/renderergl2/tr_surface.c
+++ b/src/renderergl2/tr_surface.c
@@ -205,8 +205,6 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
- GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
-
R_DrawElementsVao(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
tess.numIndexes = 0;
@@ -603,7 +601,6 @@ static void RB_SurfaceBeam( void )
// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
RB_UpdateTessVao(ATTR_POSITION);
- GLSL_VertexAttribsState(ATTR_POSITION);
GLSL_BindProgram(sp);
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
@@ -1613,7 +1610,8 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
glState.vertexAttribsOldFrame = refEnt->oldframe;
glState.vertexAttribsNewFrame = refEnt->frame;
- glState.vertexAnimation = qtrue;
+ if (surface->mdvModel->numFrames > 1)
+ glState.vertexAnimation = qtrue;
RB_EndSurface();