GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(true);
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(GL_NONE);
// first generate all the vertices at once
for (surfacelistindex = 0, v3f = particle_vertex3f, t2f = particle_texcoord2f, c4f = particle_color4f;surfacelistindex < numsurfaces;surfacelistindex++, v3f += 3*4, t2f += 2*4, c4f += 4*4)
}
else if (p->type->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
{
- // double-sided
- if (DotProduct(p->vel, r_view.origin) > DotProduct(p->vel, org))
- {
- VectorNegate(p->vel, v);
- VectorVectors(v, right, up);
- }
- else
- VectorVectors(p->vel, right, up);
+ VectorVectors(p->vel, right, up);
VectorScale(right, size, right);
VectorScale(up, size, up);
v3f[ 0] = org[0] - right[0] - up[0];