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Group sparse mesh buffers over entire scene for rendering

This commit is contained in:
sfan5 2024-12-11 14:44:49 +01:00
parent 612d4f9656
commit d2a7875b5b
11 changed files with 267 additions and 144 deletions

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@ -83,10 +83,13 @@ struct TileLayer
void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
/// @return is this layer semi-transparent?
bool isTransparent() const
{
// see also: the mapping in ShaderSource::generateShader()
switch (material_type) {
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_PLAIN_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
return true;