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Renderer changes; render buckets now use new abstract class IRenderable instead of CSceneNode to allow rendering non-nodes, plus renderer modified to easily allow multiple rendering passes overlaid on each other
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@@ -120,7 +120,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
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case eUVScroll: // Mode 2
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{
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if (Options & eUVScroll)
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if (Options & eEnableUVScroll)
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{
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TexMtx[0][3] = (s * mAnimParams[2]) + mAnimParams[0];
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TexMtx[1][3] = (s * mAnimParams[3]) + mAnimParams[1];
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@@ -130,7 +130,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
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case eUVRotation: // Mode 3
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{
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if (Options & eUVScroll)
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if (Options & eEnableUVScroll)
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{
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float Angle = (s * mAnimParams[1]) + mAnimParams[0];
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@@ -150,7 +150,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
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case eHFilmstrip: // Mode 4
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case eVFilmstrip: // Mode 5
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{
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if (Options & eUVScroll)
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if (Options & eEnableUVScroll)
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{
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float Offset = mAnimParams[2] * mAnimParams[0] * (mAnimParams[3] + s);
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Offset = (float)(short)(float)(mAnimParams[1] * fmod(Offset, 1.0f)) * mAnimParams[2];
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