Working transparency in most common cases.
Transparency check is automatically set if the alpha color value is under 1
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@@ -30,10 +30,13 @@ public:
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job);
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void DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>& job, RenderScene& scene);
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void BindExplosionUniforms();
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void BindExplosionTextures();
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void BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void BindModelUniforms(GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void BindExplosionTextures(std::shared_ptr<ExplosionEffectJob>& job);
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void BindModelTextures(std::shared_ptr<ModelJob>& job);
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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@@ -39,7 +39,6 @@ struct ModelJob : RenderJob
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Depth = worldpos.z;
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World = world;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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Skeleton = Model->m_RawModel->m_Skeleton;
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