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	correct transparent wall ordering in S^3 [untested]
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		| @@ -1507,6 +1507,11 @@ void draw_backside() { | |||||||
|  |  | ||||||
| extern bool lshiftclick, lctrlclick; | extern bool lshiftclick, lctrlclick; | ||||||
|  |  | ||||||
|  | void reverse_transparent_walls() { | ||||||
|  |   int pt = int(PPR::TRANSPARENT_WALL); | ||||||
|  |   reverse(&ptds[qp0[pt]], &ptds[qp[pt]]); | ||||||
|  |   } | ||||||
|  |  | ||||||
| void draw_main() { | void draw_main() { | ||||||
|   if(sphere && DIM == 3 && pmodel == mdPerspective) { |   if(sphere && DIM == 3 && pmodel == mdPerspective) { | ||||||
|     for(int p: {1, 0, 2, 3}) { |     for(int p: {1, 0, 2, 3}) { | ||||||
| @@ -1527,6 +1532,7 @@ void draw_main() { | |||||||
|         glClearDepth(0.0f); |         glClearDepth(0.0f); | ||||||
|   #endif |   #endif | ||||||
|         glDepthFunc(GL_GEQUAL); |         glDepthFunc(GL_GEQUAL); | ||||||
|  |         reverse_transparent_walls(); | ||||||
|         } |         } | ||||||
|       glClear(GL_DEPTH_BUFFER_BIT); |       glClear(GL_DEPTH_BUFFER_BIT); | ||||||
|       glhr::be_nontextured(); |       glhr::be_nontextured(); | ||||||
| @@ -1538,6 +1544,7 @@ void draw_main() { | |||||||
|         reset_projection(); |         reset_projection(); | ||||||
|         for(auto& ptd: ptds) ptd->draw(); |         for(auto& ptd: ptds) ptd->draw(); | ||||||
|         } |         } | ||||||
|  |       if(p == 1 || p == 2) reverse_transparent_walls(); | ||||||
|       // glflush(); |       // glflush(); | ||||||
|       } |       } | ||||||
|     } |     } | ||||||
|   | |||||||
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