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Added support for depth groups on the renderer
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@@ -224,7 +224,7 @@ void CSceneNode::DrawRotationArrow() const
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spArrowModel->Draw(eNoRenderOptions, 0);
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}
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, bool DoFrustumTest /*= true*/)
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup /*= eMidground*/, bool DoFrustumTest /*= true*/)
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{
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u32 SurfaceCount = pModel->GetSurfaceCount();
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@@ -234,10 +234,7 @@ void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32
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if (!DoFrustumTest || rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
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{
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if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
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pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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else
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pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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pRenderer->AddMesh(this, (int) iSurf, TransformedBox, pModel->IsSurfaceTransparent(iSurf, MatSet), eDrawMesh, DepthGroup);
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}
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}
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}
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