Graphics: Rename MaterialPassFlag::Transparent by MaterialPassFlag::SortByDistance
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@ -116,7 +116,7 @@ int main()
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spriteMaterialPass->EnableDepthClamp(true);
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spriteMaterialPass->EnableDepthClamp(true);
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//spriteMaterialPass->EnableFaceCulling(true);
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//spriteMaterialPass->EnableFaceCulling(true);
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spriteMaterialPass->EnableFlag(Nz::MaterialPassFlag::Transparent);
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spriteMaterialPass->EnableFlag(Nz::MaterialPassFlag::SortByDistance);
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spriteMaterialPass->EnableBlending(true);
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spriteMaterialPass->EnableBlending(true);
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spriteMaterialPass->SetBlendEquation(Nz::BlendEquation::Add, Nz::BlendEquation::Add);
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spriteMaterialPass->SetBlendEquation(Nz::BlendEquation::Add, Nz::BlendEquation::Add);
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@ -32,9 +32,9 @@ namespace Nz
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enum class MaterialPassFlag
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enum class MaterialPassFlag
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{
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{
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Transparent,
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SortByDistance,
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Max = Transparent
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Max = SortByDistance
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};
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};
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template<>
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template<>
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@ -25,7 +25,7 @@ namespace Nz
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{
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{
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::SortByDistance))
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{
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{
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UInt64 matFlags = 1;
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UInt64 matFlags = 1;
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@ -25,7 +25,7 @@ namespace Nz
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{
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{
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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UInt64 layerIndex = registry.FetchLayerIndex(m_renderLayer);
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::Transparent))
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if (m_materialPass->IsFlagEnabled(MaterialPassFlag::SortByDistance))
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{
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{
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UInt64 matFlags = 1;
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UInt64 matFlags = 1;
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