Depth-buffer bug fixed
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@ -323,11 +323,20 @@ MA 02110-1301, USA.
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{
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if (translucent)
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{
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[self drawTranslucentParts];
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// nothing...
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}
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else
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{
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[self drawOpaqueParts];
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/* Despite the side effects, we have to draw the translucent
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* parts on the opaque pass. Planets, at long range, aren't
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* depth-buffered. So if the translucent parts are drawn on the
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* translucent pass, they appear in front of planets they are
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* actually behind. Telabe in G3 is a good one to test with if
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* you have any clever ideas.
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*
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* - CIM 8/7/2013 */
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[self drawTranslucentParts];
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}
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}
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}
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