Add transparent skinned mesh shader
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@@ -206,6 +206,7 @@ void STKMeshSceneNode::updateNoGL()
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}
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GLMesh &mesh = GLmeshes[i];
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video::E_VERTEX_TYPE vt = mb->getVertexType();
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Material* material = material_manager->getMaterialFor(mb->getMaterial().getTexture(0), mb);
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if (mesh.m_render_info != NULL && mesh.m_render_info->isTransparent() && !rnd->isTransparent())
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{
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@@ -217,7 +218,7 @@ void STKMeshSceneNode::updateNoGL()
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}
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else if (rnd->isTransparent())
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{
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TransparentMaterial TranspMat = getTransparentMaterialFromType(type, MaterialTypeParam, material);
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TransparentMaterial TranspMat = getTransparentMaterialFromType(type, vt, MaterialTypeParam, material);
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if (!immediate_draw)
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TransparentMesh[TranspMat].push_back(&mesh);
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else
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@@ -229,7 +230,7 @@ void STKMeshSceneNode::updateNoGL()
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Material* material2 = NULL;
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if (mb->getMaterial().getTexture(1) != NULL)
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material2 = material_manager->getMaterialFor(mb->getMaterial().getTexture(1), mb);
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Material::ShaderType MatType = getMeshMaterialFromType(type, mb->getVertexType(), material, material2);
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Material::ShaderType MatType = getMeshMaterialFromType(type, vt, material, material2);
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if (!immediate_draw)
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MeshSolidMaterial[MatType].push_back(&mesh);
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}
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