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
This commit is contained in:
plagman 2011-08-21 19:41:22 +00:00
parent 233e48141e
commit 458ad8fa04

View file

@ -1075,6 +1075,8 @@ void polymer_drawmasks(void)
// polymer_drawsprite(spritesortcnt);
// }
bglEnable(GL_CULL_FACE);
if (cursectormaskcount) {
// We (kind of) queue sector masks near to far, so drawing them in reverse
// order is the sane approach here. Of course impossible cases will arise.
@ -1093,6 +1095,8 @@ void polymer_drawmasks(void)
cursectormasks = NULL;
}
bglDisable(GL_CULL_FACE);
// bglDisable(GL_POLYGON_OFFSET_FILL);
bglDisable(GL_BLEND);
bglDisable(GL_ALPHA_TEST);