Index: code/freespace2/freespace.cpp
===================================================================
--- code/freespace2/freespace.cpp	(revision 5660)
+++ code/freespace2/freespace.cpp	(working copy)
@@ -3818,11 +3818,6 @@
 	// setup neb2 rendering
 	neb2_render_setup(Main_camera);
 
-	if(!Time_compression_locked)
-		game_set_view_clip(flFrametime);
-	else
-		game_set_view_clip(flRealframetime);
-
 	return Main_camera;
 }
 
@@ -3833,6 +3828,8 @@
 int Game_subspace_effect = 0;
 DCF_BOOL( subspace, Game_subspace_effect )
 
+void clip_frame_view();
+
 // Does everything needed to render a frame
 void game_render_frame( camid cid )
 {
@@ -3885,6 +3882,8 @@
 			Env_cubemap_drawn = true;
 		}
 	}
+	gr_zbuffer_clear(TRUE);
+	clip_frame_view();
 
 #ifndef DYN_CLIP_DIST
 	if (!Cmdline_nohtl) {
@@ -4564,6 +4563,22 @@
 	}
 }
 
+void clip_frame_view() {
+	if(!Time_compression_locked) {
+		// Player is dead
+		game_set_view_clip(flFrametime);
+
+		// Cutscene bars
+		bars_do_frame(flRealframetime);
+	} else {
+		// Player is dead
+		game_set_view_clip(flRealframetime);
+
+		// Cutscene bars
+		bars_do_frame(flRealframetime);
+	}
+}
+
 //WMC - This does stuff like fading in and out and subtitles. Special FX?
 //Basically stuff you need rendered after everything else (including HUD)
 void game_render_post_frame()
@@ -4708,9 +4723,6 @@
 			DEBUG_GET_TIME( render3_time1 )
 			camid cid = game_render_frame_setup();
 
-			// WMC's cutscene bars function
-			bars_do_frame(Time_compression_locked ? flRealframetime : flFrametime);
-
 			game_render_frame( cid );
 
 			// save the eye position and orientation
