texture->supercontents = SUPERCONTENTS_SOLID;
if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
texture->supercontents |= SUPERCONTENTS_OPAQUE;
+ texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+ // JUST GREP FOR "specularscalemod = 1".
}
extern cvar_t gl_texturecompression_sprites;
loadmodel->radius2 = modelradius * modelradius;
}
-extern void R_Model_Sprite_Draw(entity_render_t *ent);
void Mod_IDSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
{
int version;