OpenGL2: Don't interleave texCoords and lightCoords in tess.
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@@ -1026,7 +1026,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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vec4_t *outXYZ;
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int16_t *outNormal;
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int16_t *outTangent;
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vec2_t (*outTexCoord)[2];
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vec2_t *outTexCoord;
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uint16_t *outColor;
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int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
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@@ -1096,10 +1096,8 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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nrmMat[ 7] = vtxMat[ 2]*vtxMat[ 4] - vtxMat[ 0]*vtxMat[ 6];
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nrmMat[ 8] = vtxMat[ 0]*vtxMat[ 5] - vtxMat[ 1]*vtxMat[ 4];
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(*outTexCoord)[0][0] = data->texcoords[2*vtx + 0];
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(*outTexCoord)[0][1] = data->texcoords[2*vtx + 1];
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(*outTexCoord)[1][0] = (*outTexCoord)[0][0];
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(*outTexCoord)[1][1] = (*outTexCoord)[0][1];
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(*outTexCoord)[0] = data->texcoords[2*vtx + 0];
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(*outTexCoord)[1] = data->texcoords[2*vtx + 1];
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(*outXYZ)[0] =
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vtxMat[ 0] * data->positions[3*vtx+0] +
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