reworked transparent sorting of MATERIALFLAG_BLENDED to not sort water
[xonotic/darkplaces.git] / gl_rsurf.c
index 17de2ac..3dad14f 100644 (file)
@@ -1077,7 +1077,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        // now figure out what to do with this particular range of surfaces
                        if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
                        {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SORTTRANSPARENT)
                                {
                                        vec3_t tempcenter, center;
                                        for (l = k;l < kend;l++)