diff --git a/src/gl/scene/gl_walls_draw.cpp b/src/gl/scene/gl_walls_draw.cpp index 6f8c9552846..db746b81e71 100644 --- a/src/gl/scene/gl_walls_draw.cpp +++ b/src/gl/scene/gl_walls_draw.cpp @@ -92,9 +92,6 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall) { if (!TexMan.mirrorTexture.isValid()) return; - // we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is. - gl_RenderState.EnableTextureMatrix(true); - // Use sphere mapping for this gl_RenderState.SetEffect(EFF_SPHEREMAP); @@ -110,7 +107,6 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall) wall->flags &= ~GLWall::GLWF_GLOW; RenderWall(wall, GLWall::RWF_BLANK); - gl_RenderState.EnableTextureMatrix(false); gl_RenderState.SetEffect(EFF_NONE); // Restore the defaults for the translucent pass