GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(false); // don't modify or read zbuffer
R_Mesh_VertexPointer(skyboxvertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
+ GL_DepthRange(0, 1);
GL_DepthTest(false); // don't modify or read zbuffer
R_Mesh_VertexPointer(skysphere_vertex3f, 0, 0);
R_Mesh_ColorPointer(NULL, 0, 0);
//GL_Clear(GL_DEPTH_BUFFER_BIT);
}
*/
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_DepthMask(true);
}