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Fix some stencil issues
The stencil mask must be set to all 1s otherwise we can't clear all the bits in the stencil buffer. Also we no longer need to save/restore the depth buffer into between priority layers.
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@ -330,6 +330,7 @@ void CNew3D::SetRenderStates()
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glDisable (GL_CULL_FACE); // we'll emulate this in the shader
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glEnable (GL_STENCIL_TEST);
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glStencilMask (0xFF);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDisable (GL_BLEND);
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@ -424,16 +425,14 @@ void CNew3D::RenderFrame(void)
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m_r3dShader.DiscardAlpha(false);
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m_r3dFrameBuffers.StoreDepth();
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m_r3dShader.SetLayer(Layer::trans1);
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m_r3dFrameBuffers.SetFBO(Layer::trans1);
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RenderScene(pri, renderOverlay, Layer::trans1);
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m_r3dFrameBuffers.RestoreDepth();
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m_r3dShader.SetLayer(Layer::trans2);
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m_r3dFrameBuffers.SetFBO(Layer::trans2);
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RenderScene(pri, renderOverlay, Layer::trans2);
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DisableRenderStates();
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if (!hasOverlay) break; // no high priority polys
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@ -1826,6 +1825,7 @@ void CNew3D::CalcViewport(Viewport* vp, float near, float far)
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void CNew3D::SetSunClamp(bool enable)
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{
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m_sunClamp = enable;
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m_sunClamp = true;
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}
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void CNew3D::SetSignedShade(bool enable)
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