GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
// R_Mesh_ResetTextureState();
- R_SetupShader_DepthOrShadow(false);
+ R_SetupShader_DepthOrShadow(false, false);
if (ent == r_refdef.scene.worldentity)
R_DrawWorldSurfaces(false, false, true, false, false);
else