for (i = 0;i < (POLYGONELEMENTS_MAXPOINTS - 2)*3;i++)
polygonelement3i[i] = polygonelement3s[i];
- for (i = 0;i < QUADELEMENTS_MAXQUADS*3;i++)
+ for (i = 0;i < QUADELEMENTS_MAXQUADS*6;i++)
quadelement3i[i] = quadelement3s[i];
Cvar_RegisterVariable(&r_render);
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
case RENDERPATH_SOFT:
- DPSOFTRAST_CullFace(gl_state.cullface);
+ if (gl_state.cullface != state)
+ {
+ gl_state.cullface = state;
+ gl_state.cullfaceenable = state != GL_NONE ? true : false;
+ DPSOFTRAST_CullFace(gl_state.cullface);
+ }
break;
}
}