Added transparent object that disappeared from the merge
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@@ -189,7 +189,7 @@ void DrawFinalPass::Draw(RenderScene& scene)
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GLERROR("OpaqueObjects");
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GLERROR("OpaqueObjects");
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//state->BlendFunc(GL_ONE, GL_ONE);
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//state->BlendFunc(GL_ONE, GL_ONE);
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawModelRenderQueues(scene.Jobs.TransparentObjects, scene);
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GLERROR("TransparentObjects");
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GLERROR("TransparentObjects");
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//state->BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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DrawSprites(scene.Jobs.SpriteJob, scene);
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@@ -9,7 +9,6 @@ PickingPassState::PickingPassState(GLuint frameBuffer)
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Enable(GL_DEPTH_TEST);
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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Enable(GL_CULL_FACE);
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Disable(GL_BLEND);
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Disable(GL_BLEND);
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glm::vec4 clearColor = glm::vec4(0.f);
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glm::vec4 clearColor = glm::vec4(0.f);
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//ClearColor(clearColor);
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//ClearColor(clearColor);
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//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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