GL_CullFace(r_refdef.view.cullface_back);
R_EntityMatrix(&identitymatrix);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{