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after clarifications, minor cleanup
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@ -371,7 +371,8 @@ void CNew3D::RenderFrame(void)
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m_r3dShader.DiscardAlpha(true); // discard all translucent pixels in opaque pass
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bool hasOverlay = RenderScene(pri, renderOverlay, Layer::colour);
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if (!renderOverlay && ProcessLos(pri)) {
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if (!renderOverlay) {
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ProcessLos(pri);
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}
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DisableRenderStates();
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@ -380,7 +381,7 @@ void CNew3D::RenderFrame(void)
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m_r3dFrameBuffers.CompositeBaseLayer(); // copy opaque pixels to back buffer
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SetRenderStates();
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glDepthFunc(GL_LESS); // alpha polys seem to use gl_less (ocean hunter)
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m_r3dShader.DiscardAlpha (false); // render only translucent pixels
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