r_texture_numcubemaps = 0;
//r_texture_fogintensity = NULL;
memset(&r_fb, 0, sizeof(r_fb));
- R_GLSL_Restart_f(&cmd_client);
+ R_GLSL_Restart_f(cmd_client);
r_glsl_permutation = NULL;
memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
if(R_CompileShader_CheckStaticParms())
- R_GLSL_Restart_f(&cmd_client);
+ R_GLSL_Restart_f(cmd_client);
if (!r_drawentities.integer)
r_refdef.scene.numentities = 0;
}
else if (ui)
{
- // for ui we have to preserve the order of surfaces (not using sortedmodelsurfaces)
+ // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
r_surfacelist[numsurfacelist++] = surfaces + i;
}