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Refactor the way you set material properties
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
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128d22e6ee
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15 changed files with 202 additions and 171 deletions
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@ -89,13 +89,15 @@ Particle::Particle(
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}
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// Texture
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m_material.setFlag(video::EMF_LIGHTING, false);
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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m_material.setFlag(video::EMF_FOG_ENABLE, true);
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m_material.Lighting = false;
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m_material.BackfaceCulling = false;
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m_material.FogEnable = true;
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m_material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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});
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// correctly render layered transparent particles -- see #10398
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m_material.setFlag(video::EMF_ZWRITE_ENABLE, true);
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m_material.ZWriteEnable = video::EZW_AUTO;
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// enable alpha blending and set blend mode
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m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;
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