somehow marked visible)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11360
d7cf8633-e32d-0410-b094-
e92efae38249
r_waterstate_waterplane_t *p;
texture_t *t = R_GetCurrentTexture(surface->texture);
+ // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
+ if (!rsurface.modelnormal3f)
+ return;
+
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
// average the vertex normals, find the surface bounds (after deformvertexes)
VectorClear(normal);