+void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3mface_t *face)
+{
+ int i;
+ if (!face->num_collisiontriangles)
+ return;
+ i = ((int)face) / sizeof(q3mface_t);
+ GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+ GL_VertexPointer(face->data_collisionvertex3f);
+ R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
+}
+