GL_DepthMask(true);
GL_DepthTest(false); // magic
GL_VertexPointer(vertex3f);
+ GL_ColorPointer(NULL);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
r = 64;
vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
}
R_Mesh_Matrix(&r_identitymatrix);
+ GL_ColorPointer(NULL);
GL_Color(cr, cg, cb, ca);
GL_VertexPointer(varray_vertex3f);
GL_BlendFunc(blendfunc1, blendfunc2);