just turn off detriangulation for OGL
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@ -391,8 +391,11 @@ ubyte object_rendered[MAX_OBJECTS];
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#define DEFAULT_RENDER_DEPTH 16
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int Render_depth=DEFAULT_RENDER_DEPTH; //how many segments deep to render
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#ifdef OGL
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int Detriangulation_on = 0; // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
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#else
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int Detriangulation_on = 1;
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#endif
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#ifdef EDITOR
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int Render_only_bottom=0;
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