void transform(const Matrix4& matrix, bool mirror)
{
if(g_brush_texturelock_enabled)
- {
Texdef_transformLocked(m_texdefTransformed, m_shader.width(), m_shader.height(), m_plane.plane3(), matrix);
- }
m_planeTransformed.transform(matrix, mirror);
glGetIntegerv (GL_VIEWPORT, viewprt);
#endif
- // initialize OpenGL state for glClear to work
- GlobalShaderCache().render(RENDER_DEFAULT, m_Camera.modelview, m_Camera.projection, m_view.getViewer());
-
// enable depth buffer writes
glDepthMask(GL_TRUE);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
Vector3 clearColour(0, 0, 0);
if(m_Camera.draw_mode != cd_lighting)