m.blendfunc2 = GL_ONE;
m.wantoverbright = wantoverbright;
m.tex[0] = texture;
- Matrix4x4_CreateIdentity(&m.matrix);
R_Mesh_State(&m);
varray_element[0] = 0;
if (R_SpriteSetup(ent, ent->model->sprnum_type, org, left, up))
return;
+ R_Mesh_Matrix(&r_identitymatrix);
+
if ((ent->model->flags & EF_FULLBRIGHT) || (ent->effects & EF_FULLBRIGHT))
{
color[0] = color[1] = color[2] = 1;