diff --git a/reaction/code/renderer/tr_surface.c b/reaction/code/renderer/tr_surface.c index 45deecd6..cae58c29 100644 --- a/reaction/code/renderer/tr_surface.c +++ b/reaction/code/renderer/tr_surface.c @@ -1211,21 +1211,10 @@ static void RB_SurfaceMesh(mdvSurface_t *surface) { Bob = tess.numIndexes; Doug = tess.numVertexes; - if (backEnd.currentEntity->mirrored) { - // Makro - this should be done differently, but since we're copying - // indices in a loop anyway (see below), reversing them in the same loop - // is practically free... - for (j = 0 ; j < surface->numTriangles ; j++) { - tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0]; - tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[2]; - tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[1]; - } - } else { - for (j = 0 ; j < surface->numTriangles ; j++) { - tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0]; - tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1]; - tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2]; - } + for (j = 0 ; j < surface->numTriangles ; j++) { + tess.indexes[Bob + j*3 + 0] = Doug + triangles[j].indexes[0]; + tess.indexes[Bob + j*3 + 1] = Doug + triangles[j].indexes[1]; + tess.indexes[Bob + j*3 + 2] = Doug + triangles[j].indexes[2]; } tess.numIndexes += indexes;