more fixes to avatar parts not rendering

This commit is contained in:
ZappoMan 2015-03-24 08:31:45 -07:00
parent 0c2b95aa1d
commit 168e8e8b80

View file

@ -725,7 +725,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
//renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes);
int opaqueMeshPartsRendered = 0;
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args, true);
@ -753,14 +753,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
int translucentMeshPartsRendered = 0;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args, true);
GLBATCH(glDisable)(GL_ALPHA_TEST);
GLBATCH(glEnable)(GL_BLEND);
@ -777,14 +777,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args, true);
}
GLBATCH(glDepthMask)(true);