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Prevent debug HUD geometry from being culled erroneously.
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1 changed files with 1 additions and 0 deletions
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@ -63,6 +63,7 @@ namespace MWRender
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debugProgram->addShader(fragmentShader);
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debugProgram->addShader(fragmentShader);
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debugGeometry = osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0));
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debugGeometry = osg::createTexturedQuadGeometry(osg::Vec3(-1, -1, 0), osg::Vec3(2, 0, 0), osg::Vec3(0, 2, 0));
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debugGeometry->setCullingActive(false);
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debugCamera->addChild(debugGeometry);
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debugCamera->addChild(debugGeometry);
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
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osg::ref_ptr<osg::StateSet> stateSet = debugGeometry->getOrCreateStateSet();
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stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
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stateSet->setAttributeAndModes(debugProgram, osg::StateAttribute::ON);
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