+ R_DrawModelSurfaces(ent, false, true, false, false);
+}
+
+void R_Q1BSP_DrawDepth(entity_render_t *ent)
+{
+ dp_model_t *model = ent->model;
+ if (model == NULL)
+ return;
+ GL_ColorMask(0,0,0,0);
+ GL_Color(1,1,1,1);
+ GL_DepthTest(true);
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ GL_AlphaTest(false);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_SetupDepthOrShadowShader();
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, true, false);
+ else
+ R_DrawModelSurfaces(ent, false, false, true, false);
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+}
+
+void R_Q1BSP_DrawDebug(entity_render_t *ent)
+{
+ if (ent->model == NULL)
+ return;
+ if (ent == r_refdef.scene.worldentity)
+ R_DrawWorldSurfaces(false, false, false, true);
+ else
+ R_DrawModelSurfaces(ent, false, false, false, true);