Hey folks,

Just an FYI in case you’ve come across this at all…

During work on our game, we came across a bug in multitexturing when using it in combination with environmental mapping. Basically it was doing weird things like bleeding multitextured states from one object to another and so forth. This has been squashed and the fixes committed. In the process, the texturing code was cleaned up and optimized a bit. Should result in higher fps in some situations.