{
int i, refs = 0;
plane_t *p1, *p2;
- vec4_t plane1, plane2, reverse;
+ vec4_t plane1, plane2;
winding_t *fat, *front, *back;
shaderInfo_t *si;
#if 0
/* div0: this is the plague (inaccurate) */
+ vec4_t reverse;
/* invert surface plane */
VectorSubtract( vec3_origin, plane2, reverse );
AddSurfaceFlare( ds, e->origin );
/* ydnar: don't emit nodraw surfaces (like nodraw fog) */
- if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
+ if( (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
continue;
/* ydnar: bias the surface textures */