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@ -1075,8 +1075,6 @@ namespace NifOsg
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static void handleProperty(const Nif::Property *property,
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osg::Node *node, SceneUtil::CompositeStateSetUpdater* composite, Resource::TextureManager* textureManager, std::map<int, int>& boundTextures, int animflags)
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{
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osg::StateSet* stateset = node->getOrCreateStateSet();
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switch (property->recType)
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{
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case Nif::RC_NiStencilProperty:
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@ -1095,6 +1093,7 @@ namespace NifOsg
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break;
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}
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osg::StateSet* stateset = node->getOrCreateStateSet();
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stateset->setAttribute(frontFace, osg::StateAttribute::ON);
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stateset->setMode(GL_CULL_FACE, stencilprop->data.drawMode == 3 ? osg::StateAttribute::OFF
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: osg::StateAttribute::ON);
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@ -1117,7 +1116,7 @@ namespace NifOsg
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osg::PolygonMode* mode = new osg::PolygonMode;
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mode->setMode(osg::PolygonMode::FRONT_AND_BACK, wireprop->flags == 0 ? osg::PolygonMode::FILL
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: osg::PolygonMode::LINE);
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stateset->setAttributeAndModes(mode, osg::StateAttribute::ON);
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node->getOrCreateStateSet()->setAttributeAndModes(mode, osg::StateAttribute::ON);
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break;
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}
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case Nif::RC_NiZBufferProperty:
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@ -1126,7 +1125,7 @@ namespace NifOsg
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// VER_MW doesn't support a DepthFunction according to NifSkope
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osg::Depth* depth = new osg::Depth;
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depth->setWriteMask((zprop->flags>>1)&1);
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stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
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node->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
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break;
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}
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// OSG groups the material properties that NIFs have separate, so we have to parse them all again when one changed
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@ -1141,6 +1140,7 @@ namespace NifOsg
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{
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const Nif::NiAlphaProperty* alphaprop = static_cast<const Nif::NiAlphaProperty*>(property);
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osg::BlendFunc* blendfunc = new osg::BlendFunc;
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osg::StateSet* stateset = node->getOrCreateStateSet();
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if (alphaprop->flags&1)
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{
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blendfunc->setFunction(getBlendMode((alphaprop->flags>>1)&0xf),
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@ -1174,6 +1174,7 @@ namespace NifOsg
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case Nif::RC_NiTexturingProperty:
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{
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const Nif::NiTexturingProperty* texprop = static_cast<const Nif::NiTexturingProperty*>(property);
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osg::StateSet* stateset = node->getOrCreateStateSet();
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for (int i=0; i<Nif::NiTexturingProperty::NumTextures; ++i)
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{
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if (texprop->textures[i].inUse)
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