if (wireframe)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- else
- glShadeModel((buffers->smooth || buffers->face_indices_len) ? GL_SMOOTH : GL_FLAT);
+ else {
+ bound_options = GPU_basic_shader_bound_options();
+ GPU_basic_shader_bind(bound_options | ((buffers->smooth || buffers->face_indices_len) ? 0 : GPU_SHADER_FLAT_NORMAL));
+ }
if (buffers->tot_quad) {
const char *offset = base;