r_view_fov_x = bound(1, r_refdef.fov_x, 170);
r_view_fov_y = bound(1, r_refdef.fov_y, 170);
r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
// GL is weird because it's bottom to top, r_view_y is top to bottom
qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
GL_ScissorTest(true);
+ GL_DepthMask(true);
R_ClearScreen();
R_TimeReport("setup");
r_framecount++;
+ R_MeshQueue_BeginScene();
+
GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
R_SetFrustum();
R_MarkEntities();
R_TimeReport("markentity");
- R_MeshQueue_BeginScene();
-
R_Shadow_UpdateWorldLightSelection();
// don't let sound skip if going slow