v[i].u = v[i].nx * 0.5 + 0.5;
v[i].v = v[i].ny * 0.5 + 0.5;
}
+ if(st->opt & G3D_TEXTURE_MAT) {
+ float *mat = st->mat[G3D_TEXTURE][st->mtop[G3D_TEXTURE]];
+ float x = mat[0] * v[i].u + mat[4] * v[i].v + mat[12];
+ float y = mat[1] * v[i].u + mat[5] * v[i].v + mat[13];
+ float w = mat[3] * v[i].u + mat[7] * v[i].v + mat[15];
+ v[i].u = x / w;
+ v[i].v = y / w;
+ }
xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
}