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Polymer: Don't draw back faces of sector masks.
We normally enable backface culling always, but turn it off for two-sided sprites; we need to make sure it's re-enabled after that as sector masks are drawn after. git-svn-id: https://svn.eduke32.com/eduke32@1990 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -1075,6 +1075,8 @@ void polymer_drawmasks(void)
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// polymer_drawsprite(spritesortcnt);
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// }
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bglEnable(GL_CULL_FACE);
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if (cursectormaskcount) {
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// We (kind of) queue sector masks near to far, so drawing them in reverse
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// order is the sane approach here. Of course impossible cases will arise.
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@ -1093,6 +1095,8 @@ void polymer_drawmasks(void)
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cursectormasks = NULL;
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}
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bglDisable(GL_CULL_FACE);
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// bglDisable(GL_POLYGON_OFFSET_FILL);
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bglDisable(GL_BLEND);
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bglDisable(GL_ALPHA_TEST);
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