if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw anything
// despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
}
}
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
}
static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
if (skyrendermasked)
{
// depth-only (masking)
- qglColorMask(0,0,0,0);
+ GL_ColorMask(0,0,0,0);
// just to make sure that braindead drivers don't draw anything
// despite that colormask...
GL_BlendFunc(GL_ZERO, GL_ONE);
GL_VertexPointer(face->data_vertex3f);
R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
- qglColorMask(1,1,1,1);
+ GL_ColorMask(1,1,1,1);
}
void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)