- R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+ R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture));
+ R_Mesh_TexMatrix(0, &scroll2matrix);
+ GL_LockArrays(0, skysphere_numverts);
+ R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);