341 | | shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset); |
| 341 | { |
| 342 | if (def.GetNumUVsPerVertex() >= 1) |
| 343 | shader->TexCoordPointer(GL_TEXTURE0, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[0].offset); |
| 344 | else |
| 345 | ONCE(LOGERROR("Model '%s' has no UV0 set.", def.GetName().string8().c_str())); |
| 346 | } |
343 | | if ((streamflags & STREAM_UV1) && def.GetNumUVsPerVertex() >= 2) |
344 | | shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset); |
| 348 | if (streamflags & STREAM_UV1) |
| 349 | { |
| 350 | if (def.GetNumUVsPerVertex() >= 2) |
| 351 | shader->TexCoordPointer(GL_TEXTURE1, 2, GL_FLOAT, stride, base + m->imodeldef->m_UVs[1].offset); |
| 352 | else |
| 353 | ONCE(LOGERROR("Model '%s' has no UV1 set.", def.GetName().string8().c_str())); |
| 354 | } |