R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
R_Mesh_ColorPointer(particle_color4f, 0, 0);
+ R_SetupGenericShader(true);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
R_Mesh_VertexPointer(particle_vertex3f, 0, 0);
R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
R_Mesh_ColorPointer(particle_color4f, 0, 0);
+ R_SetupGenericShader(true);
GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);