Fixes a problem where mirrors and masked walls wouldn't display under certain circumstances.

git-svn-id: https://svn.eduke32.com/eduke32@1262 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2009-03-24 10:09:53 +00:00
parent 8a2916c2cc
commit a11513c907

View file

@ -1005,7 +1005,6 @@ static void polymer_displayrooms(int16_t dacursectnum)
while (i < sec->wallnum)
{
if ((wall[sec->wallptr + i].nextsector != -1) &&
(!drawingstate[wall[sec->wallptr + i].nextsector]) &&
(wallvisible(sec->wallptr + i)) &&
(polymer_portalinfrustum(sec->wallptr + i, frustum)))
{
@ -1022,7 +1021,7 @@ static void polymer_displayrooms(int16_t dacursectnum)
mirrorcount++;
}
if (doquery)
if (doquery && (!drawingstate[wall[sec->wallptr + i].nextsector]))
{
bglColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
bglDepthMask(GL_FALSE);