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- fix softpoly bug where sprites and translucent walls in front of models would disappear
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@ -39,6 +39,7 @@ void PolyRenderModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_
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renderer.AddLights(actor);
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renderer.AddLights(actor);
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renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
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renderer.RenderModel(x, y, z, smf, actor, r_viewpoint.TicFrac);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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PolyTriangleDrawer::SetModelVertexShader(thread->DrawQueue, -1, -1, 0.0f);
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PolyTriangleDrawer::SetTransform(thread->DrawQueue, thread->FrameMemory->NewObject<Mat4f>(worldToClip), nullptr);
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}
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}
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void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
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void PolyRenderHUDModel(PolyRenderThread *thread, const Mat4f &worldToClip, uint32_t stencilValue, DPSprite *psp, float ofsx, float ofsy)
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