if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
+
+ if (skyrendermasked && skyrenderlater)
+ {
+ // we have to force off the water clipping plane while rendering sky
+ R_SetupView(false);
+ R_Sky();
+ R_SetupView(true);
+ }
}
R_AnimCache_CacheVisibleEntities();
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
R_SetupGenericShader(false);
- if (skyrendernow)
- {
- skyrendernow = false;
- // we have to force off the water clipping plane while rendering sky
- R_SetupView(false);
- R_Sky();
- R_SetupView(true);
- // restore entity matrix
- R_Mesh_Matrix(&rsurface.matrix);
- }
+ skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use