fix for transpolys disappearing while turning
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 16 Oct 2000 22:11:37 +0000 (22:11 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 16 Oct 2000 22:11:37 +0000 (22:11 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@54 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 4e0c6e2ededd1459b6e6451997bd4cb26a25459b..f7d2e0046c99216b2b73c26d6b0081c0374e23d4 100644 (file)
@@ -1582,10 +1582,6 @@ void R_RenderView (void)
        lighthalf = gl_lightmode.value;
 
        FOG_framebegin();
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-       skyisvisible = false;
 
 //     if (r_speeds2.value)
 //     {
@@ -1600,6 +1596,12 @@ void R_RenderView (void)
        R_SetupFrame ();
        R_SetFrustum ();
        R_SetupGL ();
+
+       skypolyclear();
+       wallpolyclear();
+       transpolyclear();
+       skyisvisible = false;
+
        R_MarkLeaves ();        // done here so we know if we're in water
        R_DrawWorld ();         // adds static entities to the list
        if (!intimerefresh)