skinframe->fog = NULL;
skinframe->reflect = NULL;
skinframe->hasalpha = false;
- skinframe->q2flags = image_q2flags;
- skinframe->q2value = image_q2value;
- skinframe->q2contents = image_q2contents;
// we could store the q2animname here too
if (ddsbase)
// in Quake3 maps as it causes problems with q3map2 sky tricks,
// and skymasking also looks very bad when noclipping outside the
// level, so don't use it then either.
- if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
+ if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
{
R_Mesh_ResetTextureState();
if (skyrendermasked)