Fixed draw final pass with shided objects having to many if-statments.
Shields is working with transparancy Player cameras should have nearclip fater away and far clip nearer. Defaultconfig push
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@@ -38,12 +38,6 @@ private:
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void DrawShieldedModelRenderQueue(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawToDepthStencilBuffer(std::list<std::shared_ptr<RenderJob>>& jobs, RenderScene& scene);
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void DrawExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void DrawSkinnedExplosionSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ExplosionEffectJob>& job, RenderScene& scene);
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void DrawModelSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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void DrawSkinnedModelSetup(ShaderProgram* shader, GLuint shaderHandle, std::shared_ptr<ModelJob>& job, RenderScene& scene);
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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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