+ GL_DepthTest(true);
+ GL_DepthMask(false);
+ qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+ qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+ qglStencilMask(~0);CHECKGLERROR
+ qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+ qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_Color(1, 1, 1, 1);
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+ GL_BlendFunc(GL_ONE, GL_ZERO);