R_EntityMatrix(&identitymatrix);
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
{
R_MoveExplosion(&explosion[i]);
if (explosion[i].alpha)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
+ R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}
}
while (numexplosions > 0 && explosion[i-1].alpha <= 0)