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clean out comments so the 2 rendering modes for entities work, scene batch or per model batch
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parent
6591f4dac2
commit
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1 changed files with 6 additions and 6 deletions
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@ -1635,7 +1635,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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int opaqueMeshPartsRendered = 0;
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int opaqueMeshPartsRendered = 0;
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// now, for each model in the scene, render the mesh portions
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// now, for each model in the scene, render the mesh portions
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/* opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
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@ -1643,7 +1643,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
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*/
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
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opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
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@ -1661,7 +1661,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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int translucentParts = 0;
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int translucentParts = 0;
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const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
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const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
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/* translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, args);
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@ -1669,7 +1669,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
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*/
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GLBATCH(glDisable)(GL_ALPHA_TEST);
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GLBATCH(glDisable)(GL_ALPHA_TEST);
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GLBATCH(glEnable)(GL_BLEND);
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GLBATCH(glEnable)(GL_BLEND);
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GLBATCH(glDepthMask)(false);
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GLBATCH(glDepthMask)(false);
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@ -1685,7 +1685,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
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if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
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const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
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const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
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/* translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, args);
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@ -1693,7 +1693,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
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translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, args);
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*/ }
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}
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GLBATCH(glDepthMask)(true);
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GLBATCH(glDepthMask)(true);
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GLBATCH(glDepthFunc)(GL_LESS);
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GLBATCH(glDepthFunc)(GL_LESS);
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