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Group sparse mesh buffers over entire scene for rendering
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11 changed files with 267 additions and 144 deletions
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@ -83,10 +83,13 @@ struct TileLayer
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
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/// @return is this layer semi-transparent?
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bool isTransparent() const
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{
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// see also: the mapping in ShaderSource::generateShader()
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switch (material_type) {
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_PLAIN_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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return true;
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