// render using vertex alpha (q3bsp) as texture blend parameter between foreground (normal) skinframe and background skinframe
#define MATERIALFLAG_VERTEXTEXTUREBLEND 0x00008000
// disables GL_CULL_FACE on this texture (making it double sided)
-#define MATERIALFLAG_NOCULLFACE 0x000100000
+#define MATERIALFLAG_NOCULLFACE 0x00010000
// render with a very short depth range (like 10% of normal), this causes entities to appear infront of most of the scene
#define MATERIALFLAG_SHORTDEPTHRANGE 0x00020000
// render water, comprising refraction and reflection (note: this is always opaque, the shader does the alpha effect)