OpenGL2: Fix more reversed VectorCopy4() usage.
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@@ -128,10 +128,10 @@ void RB_AddQuadStampExt( vec3_t origin, vec3_t left, vec3_t up, float color[4],
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R_VaoPackNormal(iNormal, normal);
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R_VaoPackNormal(iNormal, normal);
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VectorCopy4(tess.normal[ndx], iNormal);
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VectorCopy4(iNormal, tess.normal[ndx]);
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VectorCopy4(tess.normal[ndx+1], iNormal);
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VectorCopy4(iNormal, tess.normal[ndx + 1]);
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VectorCopy4(tess.normal[ndx+2], iNormal);
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VectorCopy4(iNormal, tess.normal[ndx + 2]);
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VectorCopy4(tess.normal[ndx+3], iNormal);
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VectorCopy4(iNormal, tess.normal[ndx + 3]);
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// standard square texture coordinates
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// standard square texture coordinates
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VectorSet2(tess.texCoords[ndx ][0], s1, t1);
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VectorSet2(tess.texCoords[ndx ][0], s1, t1);
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@@ -1156,7 +1156,7 @@ static void RB_SurfaceGrid( srfBspSurface_t *srf ) {
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if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
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if ( tess.shader->vertexAttribs & ATTR_LIGHTDIRECTION )
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{
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{
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VectorCopy4(lightdir, dv->lightdir);
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VectorCopy4(dv->lightdir, lightdir);
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lightdir += 4;
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lightdir += 4;
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}
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}
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