Transparent textures no longer cast shadows in transparent parts
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0b2f00530b
commit
b033e35385
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@ -3620,6 +3620,8 @@ void CEngine::RenderShadowMap()
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{
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{
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EngineBaseObjTexTier& p2 = p1.next[l2];
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EngineBaseObjTexTier& p2 = p1.next[l2];
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SetTexture(p2.tex1, 0);
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for (int l3 = 0; l3 < static_cast<int>(p2.next.size()); l3++)
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for (int l3 = 0; l3 < static_cast<int>(p2.next.size()); l3++)
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{
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{
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EngineBaseObjLODTier& p3 = p2.next[l3];
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EngineBaseObjLODTier& p3 = p2.next[l3];
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@ -299,6 +299,7 @@ bool CGLDevice::Create()
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// Minimal depth bias to avoid Z-fighting
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// Minimal depth bias to avoid Z-fighting
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//SetDepthBias(0.001f);
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//SetDepthBias(0.001f);
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glAlphaFunc(GL_GREATER, 0.1f);
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// Set just to be sure
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// Set just to be sure
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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