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https://github.com/BluTac10/Xbox-Neo.git
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Implement LCERenewed Changes
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@@ -1538,22 +1538,21 @@ void GameRenderer::renderLevel(float a, int64_t until)
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glBlendFunc(GL_ZERO, GL_ONE);
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PIXBeginNamedEvent(0,"Fancy second pass - writing z");
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int visibleWaterChunks = levelRenderer->render(cameraEntity, 1, a, updateChunks);
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glBlendFunc(GL_ZERO, GL_ONE);
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glEnable(GL_CULL_FACE);
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levelRenderer->render(cameraEntity, 2, a, updateChunks);
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PIXEndNamedEvent();
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PIXBeginNamedEvent(0, "Fancy second pass - actual render");
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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levelRenderer->render(cameraEntity, 2, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
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PIXEndNamedEvent();
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if (visibleWaterChunks > 0)
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{
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PIXBeginNamedEvent(0,"Fancy second pass - actual rendering");
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levelRenderer->render(cameraEntity, 1, a, updateChunks); // 4J - chanaged, used to be renderSameAsLast but we don't support that anymore
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PIXEndNamedEvent();
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}
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// @Patoke todo: implement, this is really important for rendering of order independent alpha objects
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// RenderManager.BeginOrderIndependentAlpha();
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GL11::glShadeModel(GL11::GL_FLAT);
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}
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else
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{
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PIXBeginNamedEvent(0,"Second pass level render");
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PIXBeginNamedEvent(0, "Fancy second pass - actual rendering");
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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PIXEndNamedEvent();
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}
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@@ -1568,6 +1567,8 @@ void GameRenderer::renderLevel(float a, int64_t until)
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particleEngine->render(cameraEntity, a, ParticleEngine::TRANSLUCENT_LIST);
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PIXEndNamedEvent();
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turnOffLightLayer(a); // 4J - brought forward from 1.8.2
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// @Patoke todo: implement
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// RenderManager.EndOrderIndependentAlpha();
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////////////////////////// End of 4J added section
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glDepthMask(true);
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