GPUParticles: Use transparent_effect pass
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@ -214,7 +214,7 @@ public:
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//! Returns type of the scene node
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
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private:
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protected:
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void reallocateBuffers();
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void reallocateBuffers();
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@ -609,6 +609,17 @@ void ParticleSystemProxy::render() {
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static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
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static_cast<irr::video::COpenGLDriver*>(drv)->setRenderStates3DMode();
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}
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}
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void ParticleSystemProxy::OnRegisterSceneNode()
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{
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doParticleSystem(os::Timer::getTime());
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if (IsVisible && (Particles.size() != 0))
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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RainNode::RainNode(scene::ISceneManager* mgr, ITexture *tex)
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RainNode::RainNode(scene::ISceneManager* mgr, ITexture *tex)
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: GPUParticle(0, mgr, tex)
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: GPUParticle(0, mgr, tex)
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{
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{
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@ -69,6 +69,7 @@ public:
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virtual void setEmitter(scene::IParticleEmitter* emitter);
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virtual void setEmitter(scene::IParticleEmitter* emitter);
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virtual void render();
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virtual void render();
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virtual void OnRegisterSceneNode();
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void setAlphaAdditive(bool);
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void setAlphaAdditive(bool);
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void setIncreaseFactor(float);
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void setIncreaseFactor(float);
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void setHeightmap(const std::vector<std::vector<float> >&, float, float, float, float);
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void setHeightmap(const std::vector<std::vector<float> >&, float, float, float, float);
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