return;
}
- // TODO: render the mesh using R_Q1BSP_Draw or similar, for full material support.
+ // this is roughly equivalent to R_Q1BSP_Draw, so the UI can use full material feature set
r_refdef.view.colorscale = 1;
r_textureframe++; // used only by R_GetCurrentTexture
GL_DepthMask(false);