const mportal_t *portal = (mportal_t *)ent;
int i, numpoints;
float *v;
- rmeshstate_t m;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = vertex3f;
- R_Mesh_State(&m);
+ R_Mesh_VertexPointer(vertex3f);
+ R_Mesh_ColorPointer(NULL);
+ R_Mesh_ResetTextureState();
i = surfacenumber;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
texture = t->currentframe;
f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
}
- if (!f && surface->num_triangles)
+ if (f && surface->num_triangles)
surfacelist[numsurfacelist++] = surface;
}
if (numsurfacelist)