// FIXME: identify models using a better check than ent->model->brush.shadowmesh
lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
if (texture->currentnumlayers)
{
}
}
}
- if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+ if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglEnable(GL_CULL_FACE);
}