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@ Opaque 3D floors are now rendered in the Mask renderpass so that textures with transparent parts are shown correctly.
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4 changed files with 20 additions and 6 deletions
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@ -128,12 +128,19 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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// the triangles upside down.
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// the triangles upside down.
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if((extrafloor == null) || extrafloor.VavoomType)
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if((extrafloor == null) || extrafloor.VavoomType)
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SwapTriangleVertices(verts);
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SwapTriangleVertices(verts);
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// Determine render pass
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// Determine render pass
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if(level.alpha < 255)
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if(extrafloor != null)
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this.RenderPass = RenderPass.Alpha;
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{
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if(level.alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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else
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{
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this.RenderPass = RenderPass.Solid;
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this.RenderPass = RenderPass.Solid;
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}
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// Apply vertices
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// Apply vertices
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base.SetVertices(verts);
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base.SetVertices(verts);
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@ -129,10 +129,17 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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SwapTriangleVertices(verts);
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SwapTriangleVertices(verts);
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// Determine render pass
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// Determine render pass
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if(level.alpha < 255)
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if(extrafloor != null)
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this.RenderPass = RenderPass.Alpha;
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{
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if(level.alpha < 255)
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this.RenderPass = RenderPass.Alpha;
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else
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this.RenderPass = RenderPass.Mask;
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}
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else
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else
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{
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this.RenderPass = RenderPass.Solid;
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this.RenderPass = RenderPass.Solid;
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}
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// Apply vertices
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// Apply vertices
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base.SetVertices(verts);
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base.SetVertices(verts);
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@ -255,7 +255,7 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
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}
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}
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else
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else
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{
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{
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this.RenderPass = RenderPass.Solid;
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this.RenderPass = RenderPass.Mask;
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}
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}
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base.SetVertices(verts);
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base.SetVertices(verts);
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