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fix tornado rendering finally
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3 changed files with 5 additions and 2 deletions
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@ -419,6 +419,7 @@ class DtsObject extends GameObject {
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material.blendMode = BlendMode.Alpha;
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material.mainPass.culling = h3d.mat.Data.Face.None;
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material.receiveShadows = false;
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material.mainPass.depthWrite = false;
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}
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// // TODO TRANSPARENCY SHIT
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if (flags & 8 > 0) {
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@ -128,7 +128,8 @@ class InstanceManager {
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if (dtsshader != null) {
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minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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minfo.meshbatch.material.mainPass.addShader(dtsshader);
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// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
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}
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minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
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minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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@ -52,7 +52,8 @@ class Tornado extends ForceObject {
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new Vector(1e8, 1e8, 1e8), true);
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for (material in this.materials) {
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material.blendMode = Alpha;
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// material.mainPass.culling = h3d.mat.Data.Face.None;
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material.mainPass.culling = h3d.mat.Data.Face.None;
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material.mainPass.depthWrite = false;
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}
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onFinish();
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});
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