// called with a batch, so numsurfaces is always 1, and the surfacelist
// contains only a leaf number for coloring purposes
const mportal_t *portal = (mportal_t *)ent;
+ qboolean isvis;
int i, numpoints;
float *v;
float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
R_Mesh_ResetTextureState();
R_SetupGenericShader(false);
- i = surfacelist[0];
+ isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
+
+ i = surfacelist[0] >> 1;
GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
- 0.125f);
+ isvis ? 0.125f : 0.03125f);
for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
VectorCopy(portal->points[i].position, v);
R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);