-VG_STATIC void bindpoint_none( world_instance *world,
- struct world_surface *mat ){
-
+VG_STATIC void bindpoint_override( world_instance *world,
+ struct world_surface *mat ){
+ if( mat->info.flags & k_material_flag_collision ){
+ shader_scene_override_uAlphatest(0);
+ }
+ else{
+ glActiveTexture( GL_TEXTURE1 );
+ glBindTexture( GL_TEXTURE_2D, world->textures[ mat->info.tex_diffuse ] );
+ shader_scene_override_uAlphatest(1);
+ }