OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
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@@ -1566,6 +1566,7 @@ typedef struct {
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uint32_t vertexAttribsNewFrame;
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uint32_t vertexAttribsOldFrame;
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float vertexAttribsInterpolation;
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qboolean vertexAnimation;
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shaderProgram_t *currentProgram;
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FBO_t *currentFBO;
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VBO_t *currentVBO;
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@@ -2514,7 +2515,7 @@ void RB_CalcTransformTexCoords( const texModInfo_t *tmi, float *dstTexCoords );
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void RB_CalcScaleTexMatrix( const float scale[2], float *matrix );
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void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix );
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void RB_CalcRotateTexMatrix( float degsPerSecond, float *matrix );
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void RB_CalcTurbulentTexMatrix( const waveForm_t *wf, matrix_t matrix );
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void RB_CalcTurbulentFactors( const waveForm_t *wf, float *amplitude, float *now );
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void RB_CalcTransformTexMatrix( const texModInfo_t *tmi, float *matrix );
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void RB_CalcStretchTexMatrix( const waveForm_t *wf, float *matrix );
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