@@ -876,12 +876,12 @@ void ProcessShaderReflection( const shaderStage_t* pStage ) {
876876 gl_reflectionShader->SetReliefMapping ( pStage->enableReliefMapping );
877877
878878 gl_reflectionShader->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
879- gl_reflectionShader->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
879+ gl_reflectionShader->SetVertexAnimation ( tess. vboVertexAnimation );
880880}
881881
882882void ProcessShaderHeatHaze ( const shaderStage_t* ) {
883883 gl_heatHazeShader->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
884- gl_heatHazeShader->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
884+ gl_heatHazeShader->SetVertexAnimation ( tess. vboVertexAnimation );
885885}
886886
887887void ProcessShaderLiquid ( const shaderStage_t* pStage ) {
@@ -900,7 +900,7 @@ void ProcessShaderLiquid( const shaderStage_t* pStage ) {
900900
901901void ProcessShaderFog ( const shaderStage_t* ) {
902902 gl_heatHazeShader->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
903- gl_heatHazeShader->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
903+ gl_heatHazeShader->SetVertexAnimation ( tess. vboVertexAnimation );
904904}
905905
906906void Render_NONE ( shaderStage_t * )
@@ -1300,7 +1300,7 @@ static void Render_shadowFill( shaderStage_t *pStage )
13001300 GL_State ( stateBits );
13011301
13021302 gl_shadowFillShader->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
1303- gl_shadowFillShader->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
1303+ gl_shadowFillShader->SetVertexAnimation ( tess. vboVertexAnimation );
13041304
13051305 gl_shadowFillShader->SetMacro_LIGHT_DIRECTIONAL ( backEnd.currentLight ->l .rlType == refLightType_t::RL_DIRECTIONAL );
13061306
@@ -1374,7 +1374,7 @@ static void Render_forwardLighting_DBS_omni( shaderStage_t *pStage,
13741374
13751375 // choose right shader program ----------------------------------
13761376 gl_forwardLightingShader_omniXYZ->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
1377- gl_forwardLightingShader_omniXYZ->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
1377+ gl_forwardLightingShader_omniXYZ->SetVertexAnimation ( tess. vboVertexAnimation );
13781378
13791379 gl_forwardLightingShader_omniXYZ->SetHeightMapInNormalMap ( pStage->hasHeightMapInNormalMap );
13801380
@@ -1549,7 +1549,7 @@ static void Render_forwardLighting_DBS_proj( shaderStage_t *pStage,
15491549
15501550 // choose right shader program ----------------------------------
15511551 gl_forwardLightingShader_projXYZ->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
1552- gl_forwardLightingShader_projXYZ->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
1552+ gl_forwardLightingShader_projXYZ->SetVertexAnimation ( tess. vboVertexAnimation );
15531553
15541554 gl_forwardLightingShader_projXYZ->SetHeightMapInNormalMap ( pStage->hasHeightMapInNormalMap );
15551555
@@ -1725,7 +1725,7 @@ static void Render_forwardLighting_DBS_directional( shaderStage_t *pStage, trRef
17251725
17261726 // choose right shader program ----------------------------------
17271727 gl_forwardLightingShader_directionalSun->SetVertexSkinning ( glConfig2.vboVertexSkinningAvailable && tess.vboVertexSkinning );
1728- gl_forwardLightingShader_directionalSun->SetVertexAnimation ( glState. vertexAttribsInterpolation > 0 );
1728+ gl_forwardLightingShader_directionalSun->SetVertexAnimation ( tess. vboVertexAnimation );
17291729
17301730 gl_forwardLightingShader_directionalSun->SetHeightMapInNormalMap ( pStage->hasHeightMapInNormalMap );
17311731
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