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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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@ -66,11 +66,11 @@ void GUIScene::setTexture(u32 idx, video::ITexture *texture)
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.TextureLayer[0].Texture = texture;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_ZWRITE_ENABLE, true);
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material.Lighting = false;
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material.FogEnable = true;
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material.TextureLayer[0].BilinearFilter = false;
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material.BackfaceCulling = false;
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material.ZWriteEnable = video::EZW_AUTO;
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}
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void GUIScene::draw()
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