GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
+ qglDisable(GL_CULL_FACE);
R_Mesh_Matrix(&identitymatrix);
memset(&m, 0, sizeof(m));
((i & 0x0038) >> 3) * (1.0f / 7.0f),
((i & 0x01C0) >> 6) * (1.0f / 7.0f),
0.125f);
- if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
- {
- for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
- VectorCopy(portal->points[i].position, v);
- }
- else
- for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
- VectorCopy(portal->points[i].position, v);
+ for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
+ VectorCopy(portal->points[i].position, v);
GL_LockArrays(0, portal->numpoints);
R_Mesh_Draw(0, portal->numpoints, portal->numpoints - 2, polygonelements);
GL_LockArrays(0, 0);
+ qglEnable(GL_CULL_FACE);
}
// LordHavoc: this is just a nice debugging tool, very slow