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back out previous change, fix error where translucent is used instead of translucentMesh
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1 changed files with 6 additions and 6 deletions
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@ -2106,20 +2106,20 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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const FBXMesh& mesh = geometry.meshes.at(meshIndex);
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const MeshState& state = _meshStates.at(meshIndex);
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// bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
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bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
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bool hasTangents = !mesh.tangents.isEmpty();
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bool hasSpecular = mesh.hasSpecularTexture();
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bool hasLightmap = mesh.hasEmissiveTexture();
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bool isSkinned = state.clusterMatrices.size() > 1;
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bool wireframe = isWireframe();
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// if (wireframe) {
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// translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
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// }
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if (wireframe) {
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translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
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}
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Locations* locations = nullptr;
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
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args, locations);
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pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
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args, locations);
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updateVisibleJointStates();
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