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Implement CWorldShadow and texture clamp mode
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@@ -694,7 +694,7 @@ void CStateManager::DrawWorld() const
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{
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const CGameArea& area = *areaArr[i];
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SetupFogForArea(area);
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g_Renderer->EnablePVS(&pvsArr[i], area.x4_selfIdx);
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g_Renderer->EnablePVS(pvsArr[i], area.x4_selfIdx);
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g_Renderer->SetWorldLightFadeLevel(area.GetPostConstructed()->x1128_worldLightingLevel);
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g_Renderer->DrawUnsortedGeometry(area.x4_selfIdx, mask, targetMask);
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}
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@@ -767,7 +767,7 @@ void CStateManager::DrawWorld() const
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if (xf7c_projectedShadow)
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xf7c_projectedShadow->Render(*this);
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g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
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g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
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g_Renderer->DrawSortedGeometry(area.x4_selfIdx, mask, targetMask);
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}
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@@ -801,7 +801,7 @@ void CStateManager::DrawWorld() const
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const CGameArea& area = *areaArr[i];
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CPVSVisSet& pvs = pvsArr[i];
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g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
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g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
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g_Renderer->DrawUnsortedGeometry(area.x4_selfIdx, mask, 0x20);
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g_Renderer->DrawAreaGeometry(area.x4_selfIdx, mask, 0x10);
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}
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@@ -832,7 +832,7 @@ void CStateManager::DrawWorld() const
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++const_cast<CStateManager&>(*this).x8dc_objectDrawToken;
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g_Renderer->EnablePVS(&pvs, area.x4_selfIdx);
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g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
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g_Renderer->DrawSortedGeometry(area.x4_selfIdx, mask, 0x10);
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}
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