OpenGL2: Don't interleave texCoords and lightCoords in tess.
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1c1e1f61f1
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@@ -404,8 +404,8 @@ void RB_RenderFlare( flare_t *f ) {
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// FIXME: use quadstamp?
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY - size;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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@@ -414,8 +414,8 @@ void RB_RenderFlare( flare_t *f ) {
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tess.xyz[tess.numVertexes][0] = f->windowX - size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.texCoords[tess.numVertexes][0][0] = 0;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.texCoords[tess.numVertexes][0] = 0;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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@@ -424,8 +424,8 @@ void RB_RenderFlare( flare_t *f ) {
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tess.xyz[tess.numVertexes][0] = f->windowX + size;
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tess.xyz[tess.numVertexes][1] = f->windowY + size;
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 1;
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tess.texCoords[tess.numVertexes][0] = 1;
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tess.texCoords[tess.numVertexes][1] = 1;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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@@ -434,8 +434,8 @@ void RB_RenderFlare( flare_t *f ) {
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tess.xyz[tess.numVertexes][0] = f->windowX + size;
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tess.xyz[tess.numVertexes][1] = f->windowY - size;
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tess.texCoords[tess.numVertexes][0][0] = 1;
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tess.texCoords[tess.numVertexes][0][1] = 0;
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tess.texCoords[tess.numVertexes][0] = 1;
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tess.texCoords[tess.numVertexes][1] = 0;
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tess.color[tess.numVertexes][0] = iColor[0];
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tess.color[tess.numVertexes][1] = iColor[1];
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tess.color[tess.numVertexes][2] = iColor[2];
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