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Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn't split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value.
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@ -401,6 +401,7 @@ UINT64 PolyHeader::Hash()
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hash |= (UINT64)HighPriority() << 38; // bits 38 high priority enable
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hash |= (UINT64)SpecularEnabled() << 39; // bits 39 enable specular reflection
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hash |= (UINT64)SmoothShading() << 40; // bits 40 smooth shading
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hash |= (UINT64)((header[6] >> 11) & 0x1F) << 41; // bits 41-45 light modifier
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//to do add the rest of the states
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