GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
R_Mesh_Matrix(&identitymatrix);