{
mesh_bind( &world.mesh_geo );
world_render_if( shader, k_geo_type_solid, bind_point );
+
+ glDisable( GL_CULL_FACE );
mesh_bind( &world.mesh_no_collide );
world_render_if( shader, k_geo_type_nonsolid, bind_point );
+ glEnable( GL_CULL_FACE );
}
VG_STATIC void bindpoint_diffuse_texture1( struct world_material *mat )