culls a portal, this bug was introduced by recent water shader rendering
features (using an extra clip plane for culling, accidentally activated
the view's nearclip plane as well, which culls portals accidentally)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7595
d7cf8633-e32d-0410-b094-
e92efae38249
mplane_t *p;
for (i = 0;i < r_view.numfrustumplanes;i++)
{
+ // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
+ if (i == 4)
+ continue;
p = r_view.frustum + i;
switch(p->signbits)
{