#if ENABLE_GL_FFP
if(!glCaps_shaders)
{
- if(tmu > 1)
- {
- oglMesh.texCoords.use(texCoord, 2, GL_FLOAT, 0, oglMesh.texCoords.buffer ? null : mesh.texCoords);
- GLEnableClientState(TEXCOORDS);
- }
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/* // This did not have the desired effect with a GL_ALPHA texture
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
#endif
+
+ GLDisableClientState(TEXCOORDS);
}
else
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
#endif
+
+ if(tmu > 1)
+ oglMesh.texCoords.use(texCoord, 2, GL_FLOAT, 0, oglMesh.texCoords.buffer ? null : mesh.texCoords);
+ GLEnableClientState(TEXCOORDS);
}
glClientActiveTexture(GL_TEXTURE0);
}