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@ -80,6 +80,9 @@ namespace MWRender
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else
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{
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opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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state.glDrawBuffer(GL_NONE);
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state.glReadBuffer(GL_NONE);
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ext->glBlitFramebuffer(0, 0, tex->getTextureWidth(), tex->getTextureHeight(), 0, 0, tex->getTextureWidth(), tex->getTextureHeight(), GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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}
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@ -92,6 +95,8 @@ namespace MWRender
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return;
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opaqueFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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state.glDrawBuffer(GL_NONE);
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state.glReadBuffer(GL_NONE);
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// draw transparent post-pass to populate a postprocess friendly depth texture with alpha-clipped geometry
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