else
R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;
else
R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
}
- else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+ else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (!rsurface.texture->currentnumlayers)
return;