if (cl.worldmodel)
R_WorldNode ();
- glClear (GL_DEPTH_BUFFER_BIT);
-
R_PushDlights (); // now mark the lit surfaces
DrawTextureChains ();
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
SCR_CalcRefdef ();
glClearColor(0,0,0,0);
- glClear (GL_COLOR_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
//
// do 3D refresh drawing, and then update the screen