Fix some rendering glitches
- Fixes particle draworder - Fixes nodehighlightingpull/2406/head
parent
365e4ae0fa
commit
36e8ba9ce2
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@ -116,6 +116,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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input = new RealInputHandler(device, receiver);
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input = new RealInputHandler(device, receiver);
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smgr = device->getSceneManager();
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smgr = device->getSceneManager();
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smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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guienv = device->getGUIEnvironment();
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guienv = device->getGUIEnvironment();
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skin = guienv->getSkin();
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skin = guienv->getSkin();
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@ -45,8 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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// (compatible with ContentFeatures). If you specified 0,0,1,1
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// (compatible with ContentFeatures). If you specified 0,0,1,1
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// for each face, that would be the same as passing NULL.
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// for each face, that would be the same as passing NULL.
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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void makeCuboid(MeshCollector *collector, const aabb3f &box,
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TileSpec *tiles, int tilecount,
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TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
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video::SColor &c, const f32* txc)
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{
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{
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assert(tilecount >= 1 && tilecount <= 6);
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assert(tilecount >= 1 && tilecount <= 6);
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@ -55,8 +54,7 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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if(txc == NULL)
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if(txc == NULL) {
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{
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static const f32 txc_default[24] = {
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static const f32 txc_default[24] = {
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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0,0,1,1,
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@ -160,14 +158,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
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}
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}
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u16 indices[] = {0,1,2,2,3,0};
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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// Add to mesh collector
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for(s32 j=0; j<24; j+=4)
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for (s32 j = 0; j < 24; j += 4) {
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{
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int tileindex = MYMIN(j / 4, tilecount - 1);
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int tileindex = MYMIN(j/4, tilecount-1);
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collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
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collector->append(tiles[tileindex],
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vertices+j, 4, indices, 6);
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}
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}
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}
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}
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/*
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TODO: Fix alpha blending for special nodes
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Currently only the last element rendered is blended correct
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*/
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void mapblock_mesh_generate_special(MeshMakeData *data,
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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MeshCollector &collector)
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{
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{
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@ -191,54 +191,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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// Create selection mesh
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v3s16 p = data->m_highlighted_pos_relative;
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if (data->m_show_hud &&
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(p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
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(p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
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(p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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if(n.getContent() != CONTENT_AIR) {
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// Get selection mesh light level
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static const v3s16 dirs[7] = {
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v3s16( 0, 0, 0),
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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};
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u16 l = 0;
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u16 l1 = 0;
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for (u8 i = 0; i < 7; i++) {
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MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
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l1 = getInteriorLight(n1, -4, nodedef);
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if (l1 > l)
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l = l1;
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}
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video::SColor c = MapBlock_LightColor(255, l, 0);
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data->m_highlight_mesh_color = c;
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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TileSpec h_tile;
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h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
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h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
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v3f pos = intToFloat(p, BS);
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f32 d = 0.05 * BS;
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for(std::vector<aabb3f>::iterator
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i = boxes.begin();
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i != boxes.end(); i++)
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{
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aabb3f box = *i;
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box.MinEdge += v3f(-d, -d, -d) + pos;
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box.MaxEdge += v3f(d, d, d) + pos;
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makeCuboid(&collector, box, &h_tile, 1, c, NULL);
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}
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}
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}
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
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for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
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for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
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for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
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@ -1766,5 +1718,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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break;}
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break;}
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}
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}
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}
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}
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/*
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Caused by incorrect alpha blending, selection mesh needs to be created as
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last element to ensure it gets blended correct over nodes with alpha channel
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*/
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// Create selection mesh
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v3s16 p = data->m_highlighted_pos_relative;
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if (data->m_show_hud &&
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(p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
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(p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
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(p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
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if(n.getContent() != CONTENT_AIR) {
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// Get selection mesh light level
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static const v3s16 dirs[7] = {
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v3s16( 0, 0, 0),
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v3s16( 0, 1, 0),
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v3s16( 0,-1, 0),
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v3s16( 1, 0, 0),
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v3s16(-1, 0, 0),
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v3s16( 0, 0, 1),
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v3s16( 0, 0,-1)
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};
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u16 l = 0;
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u16 l1 = 0;
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for (u8 i = 0; i < 7; i++) {
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MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
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l1 = getInteriorLight(n1, -4, nodedef);
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if (l1 > l)
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l = l1;
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}
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video::SColor c = MapBlock_LightColor(255, l, 0);
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data->m_highlight_mesh_color = c;
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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TileSpec h_tile;
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h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
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h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
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v3f pos = intToFloat(p, BS);
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f32 d = 0.05 * BS;
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for (std::vector<aabb3f>::iterator i = boxes.begin();
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i != boxes.end(); i++) {
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aabb3f box = *i;
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box.MinEdge += v3f(-d, -d, -d) + pos;
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box.MaxEdge += v3f(d, d, d) + pos;
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makeCuboid(&collector, box, &h_tile, 1, c, NULL);
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}
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}
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}
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}
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}
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@ -107,20 +107,13 @@ Particle::~Particle()
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void Particle::OnRegisterSceneNode()
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void Particle::OnRegisterSceneNode()
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{
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{
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if (IsVisible)
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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SceneManager->registerNodeForRendering
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(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering
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(this, scene::ESNRP_SOLID);
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}
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ISceneNode::OnRegisterSceneNode();
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ISceneNode::OnRegisterSceneNode();
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}
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}
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void Particle::render()
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void Particle::render()
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{
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{
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// TODO: Render particles in front of water and the selectionbox
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setMaterial(m_material);
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driver->setMaterial(m_material);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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