forked from teamnwah/openmw-tes3coop
render queue groups, sky fix
This commit is contained in:
parent
328bdaafb6
commit
6442d49e16
8 changed files with 88 additions and 13 deletions
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@ -22,6 +22,27 @@ CreatureAnimation::CreatureAnimation(const MWWorld::Ptr& ptr, MWWorld::Environme
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NifOgre::NIFLoader::load(meshNumbered);
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base = mRend.getScene()->createEntity(meshNumbered);
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base->setVisibilityFlags(RV_Actors);
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bool transparent = false;
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for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
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{
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Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Ogre::Technique* tech = techIt.getNext();
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Ogre::Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Ogre::Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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transparent = true;
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}
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}
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}
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base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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std::string meshZero = mesh + "0000>|";
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if((transformations = (NIFLoader::getSingletonPtr())->getAnim(meshZero))){
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@ -67,6 +67,26 @@ NpcAnimation::NpcAnimation(const MWWorld::Ptr& ptr, MWWorld::Environment& _env,O
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base = mRend.getScene()->createEntity(smodel);
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base->setVisibilityFlags(RV_Actors);
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bool transparent = false;
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for (unsigned int i=0; i<base->getNumSubEntities(); ++i)
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{
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Ogre::MaterialPtr mat = base->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Ogre::Technique* tech = techIt.getNext();
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Ogre::Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Ogre::Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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transparent = true;
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}
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}
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}
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base->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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base->setSkipAnimationStateUpdate(true); //Magical line of code, this makes the bones
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//stay in the same place when we skipanim, or open a gui window
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@ -113,6 +113,26 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
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bounds.scale(insert->getScale());
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mBounds[ptr.getCell()].merge(bounds);
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bool transparent = false;
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for (unsigned int i=0; i<ent->getNumSubEntities(); ++i)
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{
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Ogre::MaterialPtr mat = ent->getSubEntity(i)->getMaterial();
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Ogre::Material::TechniqueIterator techIt = mat->getTechniqueIterator();
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while (techIt.hasMoreElements())
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{
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Ogre::Technique* tech = techIt.getNext();
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Ogre::Technique::PassIterator passIt = tech->getPassIterator();
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while (passIt.hasMoreElements())
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{
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Ogre::Pass* pass = passIt.getNext();
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if (pass->getDepthWriteEnabled() == false)
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transparent = true;
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}
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}
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}
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ent->setRenderQueueGroup(transparent ? RQG_Alpha : RQG_Main);
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if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects"))
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{
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insert->attachObject(ent);
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@ -1,4 +1,5 @@
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#include "occlusionquery.hpp"
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#include "renderconst.hpp"
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#include <OgreRenderSystem.h>
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#include <OgreRoot.h>
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@ -39,8 +40,8 @@ OcclusionQuery::OcclusionQuery(OEngine::Render::OgreRenderer* renderer, SceneNod
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return;
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}
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// This means that everything up to RENDER_QUEUE_MAIN can occlude the objects that are tested
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const int queue = RENDER_QUEUE_MAIN+1;
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// This means that everything up to RQG_Main can occlude the objects that are tested
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const int queue = RQG_Main+1;
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MaterialPtr matBase = MaterialManager::getSingleton().getByName("BaseWhiteNoLighting");
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MaterialPtr matQueryArea = matBase->clone("QueryTotalPixels");
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@ -152,7 +153,7 @@ void OcclusionQuery::renderQueueEnded(uint8 queueGroupId, const String& invocati
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* this can happen for example if the object that is tested is outside of the view frustum
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* to prevent this, check if the queries have been performed after everything has been rendered and if not, start them manually
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*/
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if (queueGroupId == RENDER_QUEUE_SKIES_LATE)
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if (queueGroupId == RQG_SkiesLate)
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{
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if (mWasVisible == false && mDoQuery)
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{
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@ -7,7 +7,18 @@ namespace MWRender
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{
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// Render queue groups
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/// \todo
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enum RenderQueueGroups
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{
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// Sky early (atmosphere, clouds, moons)
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RQG_SkiesEarly = Ogre::RENDER_QUEUE_SKIES_EARLY,
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RQG_Main = Ogre::RENDER_QUEUE_MAIN,
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RQG_Alpha = Ogre::RENDER_QUEUE_7,
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// Sky late (sun & sun flare)
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RQG_SkiesLate = Ogre::RENDER_QUEUE_SKIES_LATE
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};
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// Visibility flags
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enum VisibilityFlags
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@ -89,7 +89,6 @@ void BillboardObject::init(const String& textureName,
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/// \todo These billboards are not 100% correct, might want to revisit them later
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mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
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mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize);
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mBBSet->setRenderQueueGroup(RENDER_QUEUE_MAIN+2);
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mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
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mBBSet->setCommonDirection( -position.normalisedCopy() );
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mBBSet->setVisibilityFlags(RV_Sky);
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@ -359,15 +358,16 @@ void SkyManager::create()
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mSecunda = new Moon("textures\\tx_secunda_full.dds", 0.5, Vector3(-0.4, 0.4, 0.5), mRootNode);
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mSecunda->setType(Moon::Type_Secunda);
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mSecunda->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+4);
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mSecunda->setRenderQueue(RQG_SkiesEarly+4);
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mMasser = new Moon("textures\\tx_masser_full.dds", 0.75, Vector3(-0.4, 0.4, 0.5), mRootNode);
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mMasser->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+3);
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mMasser->setRenderQueue(RQG_SkiesEarly+3);
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mMasser->setType(Moon::Type_Masser);
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mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode);
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mSun->setRenderQueue(RQG_SkiesEarly+4);
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mSunGlare = new BillboardObject("textures\\tx_sun_flash_grey_05.dds", 3, Vector3(0.4, 0.4, 0.4), mRootNode);
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mSunGlare->setRenderQueue(RENDER_QUEUE_SKIES_LATE);
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mSunGlare->setRenderQueue(RQG_SkiesLate);
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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@ -376,7 +376,7 @@ void SkyManager::create()
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/// \todo sky_night_02.nif (available in Bloodmoon)
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MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
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Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
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night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
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night1_ent->setRenderQueueGroup(RQG_SkiesEarly+1);
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night1_ent->setVisibilityFlags(RV_Sky);
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mAtmosphereNight = mRootNode->createChildSceneNode();
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@ -450,7 +450,7 @@ void SkyManager::create()
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ModVertexAlpha(atmosphere_ent, 0);
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atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
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atmosphere_ent->setRenderQueueGroup(RQG_SkiesEarly);
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atmosphere_ent->setVisibilityFlags(RV_Sky);
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mAtmosphereDay = mRootNode->createChildSceneNode();
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mAtmosphereDay->attachObject(atmosphere_ent);
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@ -489,7 +489,7 @@ void SkyManager::create()
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NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
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Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
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clouds_ent->setVisibilityFlags(RV_Sky);
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clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+5);
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clouds_ent->setRenderQueueGroup(RQG_SkiesEarly+5);
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SceneNode* clouds_node = mRootNode->createChildSceneNode();
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clouds_node->attachObject(clouds_ent);
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mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
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@ -738,7 +738,7 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
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strength = 1.f;
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mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength);
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mSun->setVisibility(mGlareFade >= 0.5 ? weather.mGlareView * mGlareFade * strength : 0);
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mSun->setVisibility(weather.mGlareView);
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mAtmosphereNight->setVisible(weather.mNight && mEnabled);
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}
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@ -161,6 +161,7 @@ namespace MWRender
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numTextures,
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indexes);
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terrain->setVisibilityFlags(RV_Terrain);
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terrain->setRenderQueueGroup(RQG_Main);
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if ( land && land->landData->usingColours )
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{
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@ -26,10 +26,11 @@ Water::Water (Ogre::Camera *camera, SkyManager* sky, const ESM::Cell* cell) :
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mWaterPlane = Plane(Vector3::UNIT_Y, 0);
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MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,5, Vector3::UNIT_Z);
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MeshManager::getSingleton().createPlane("water", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, mWaterPlane, CELL_SIZE*5, CELL_SIZE * 5, 10, 10, true, 1, 3,3, Vector3::UNIT_Z);
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mWater = mSceneManager->createEntity("water");
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mWater->setVisibilityFlags(RV_Water);
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mWater->setRenderQueueGroup(RQG_Alpha);
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mVisibilityFlags = RV_Terrain * Settings::Manager::getBool("reflect terrain", "Water")
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+ RV_Statics * Settings::Manager::getBool("reflect statics", "Water")
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