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GL: fix and clean up some code
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17 changed files with 54 additions and 177 deletions
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@ -55,9 +55,6 @@ enum E_SCENE_NODE_RENDER_PASS
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//! Camera pass. The active view is set up here. The very first pass.
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ESNRP_CAMERA = 1,
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//! In this pass, lights are transformed into camera space and added to the driver
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ESNRP_LIGHT = 2,
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//! This is used for sky boxes.
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ESNRP_SKY_BOX = 4,
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@ -85,9 +82,6 @@ enum E_SCENE_NODE_RENDER_PASS
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//! Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
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ESNRP_TRANSPARENT_EFFECT = 32,
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//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
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ESNRP_SHADOW = 64,
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//! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
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ESNRP_GUI = 128
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@ -602,12 +596,6 @@ public:
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for details. */
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virtual ISkinnedMesh *createSkinnedMesh() = 0;
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//! Sets ambient color of the scene
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virtual void setAmbientLight(const video::SColorf &ambientColor) = 0;
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//! Get ambient color of the scene
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virtual const video::SColorf &getAmbientLight() const = 0;
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//! Get current render pass.
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virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const = 0;
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