GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
m.tex[0] = R_GetTexture(texture->skin.base);
- GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ if (ent->flags & RENDER_LIGHT)
+ GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+ else
+ GL_Color(1, 1, 1, 1);
while((surf = *surfchain++) != NULL)
{
if (surf->visframe == r_framecount)