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change scroll fog logic to parse the lower priority viewports first
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@ -83,14 +83,17 @@ void CNew3D::UploadTextures(unsigned x, unsigned y, unsigned width, unsigned hei
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void CNew3D::DrawScrollFog()
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{
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for (auto &n : m_nodes) {
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for (int i = 0; i < 4; i++) {
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if (n.viewport.scrollFog > 0) {
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for (auto &n : m_nodes) {
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float *rgb = n.viewport.fogParams;
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m_r3dScrollFog.DrawScrollFog(rgb[0], rgb[1], rgb[2], n.viewport.scrollFog);
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if (n.viewport.scrollFog > 0 && n.viewport.priority==i) {
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return; // only allowed once per frame?
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float *rgb = n.viewport.fogParams;
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m_r3dScrollFog.DrawScrollFog(rgb[0], rgb[1], rgb[2], n.viewport.scrollFog);
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return; // only allowed once per frame?
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}
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}
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}
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}
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