Another couple of glDisable(GL_ALPHA_TEST)
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@ -419,7 +419,6 @@ void PostProcessing::renderSSAO()
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{
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{
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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// Generate linear depth buffer
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// Generate linear depth buffer
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irr_driver->getFBO(FBO_LINEAR_DEPTH).Bind();
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irr_driver->getFBO(FBO_LINEAR_DEPTH).Bind();
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@ -639,7 +639,6 @@ static video::ITexture *displaceTex = 0;
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void IrrDriver::renderTransparent()
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void IrrDriver::renderTransparent()
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{
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{
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBlendEquation(GL_FUNC_ADD);
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glBlendEquation(GL_FUNC_ADD);
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@ -688,7 +687,6 @@ void IrrDriver::renderTransparent()
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cb->update();
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cb->update();
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glClear(GL_STENCIL_BUFFER_BIT);
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glClear(GL_STENCIL_BUFFER_BIT);
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@ -868,7 +866,6 @@ void IrrDriver::renderShadows()
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.5, 0.);
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glPolygonOffset(1.5, 0.);
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m_rtts->getShadowFBO().Bind();
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m_rtts->getShadowFBO().Bind();
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