Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
- GL_SetMirrorState(v_flipped.integer);
+ GL_SetMirrorState(v_flipped.integer != 0);
if(v_flipped_state)
{
Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);