else return world->textures[ id ];
}
-#if 0
-static void bindpoint_diffuse_texture1( world_instance *world,
- struct world_surface *mat ){
- glActiveTexture( GL_TEXTURE1 );
- glBindTexture( GL_TEXTURE_2D,
- world_get_texture(world,mat->info.tex_diffuse) );
-}
-#endif
-
/*
* Passes Rendering
* ----------------------------------------------------------------------------