fixed bug where non-autosprite transparencies rendered in the same batch as autosprit...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 6 Dec 2006 13:12:57 +0000 (13:12 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 6 Dec 2006 13:12:57 +0000 (13:12 +0000)
commite3f6dbab54cd16f7235c5050b8c698d542417cd7
tree1c273818b4a4287af017694a2f71b82aec1e226f
parent12762957a3824b21b3d2443529c6268adbe39db0
fixed bug where non-autosprite transparencies rendered in the same batch as autosprite transparencies were not rendered (fixes light cones disappearing in q3dm0, among other things), this occurred because the code that handles q3 shaders using "deformvertexes autosprite" changed the array pointers but never changed them back when rendering another q3 shader that does not use deformvertexes
minor cleanup of RSurf_ActiveEntity (now uses RSurf_CleanUp rather than duplicating code)
moved RSurf_CleanUp above RSurf_ActiveEntity

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6640 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c