r_fb.bloomindex = 0;
R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
R_SetViewport(&r_fb.bloomviewport);
+ GL_CullFace(GL_NONE);
GL_DepthTest(false);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);