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Implement CWorldShadow and texture clamp mode
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@@ -205,7 +205,7 @@ public:
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std::list<CAreaListItem>::iterator FindStaticGeometry(const std::vector<CMetroidModelInstance>*);
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void AddStaticGeometry(const std::vector<CMetroidModelInstance>*, const CAreaRenderOctTree*, int areaIdx);
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void EnablePVS(const CPVSVisSet*, u32);
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void EnablePVS(const CPVSVisSet&, u32);
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void DisablePVS();
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void RemoveStaticGeometry(const std::vector<CMetroidModelInstance>*);
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void DrawAreaGeometry(int areaIdx, int mask, int targetMask);
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@@ -279,7 +279,7 @@ public:
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boo::IGraphicsBuffer* GetScanLinesEvenVBO() const {return m_scanLinesEvenVBO;}
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boo::IGraphicsBuffer* GetScanLinesOddVBO() const {return m_scanLinesOddVBO;}
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void BindMainDrawTarget() {CGraphics::g_BooMainCommandQueue->setRenderTarget(CGraphics::g_SpareTexture);}
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static void BindMainDrawTarget() {CGraphics::g_BooMainCommandQueue->setRenderTarget(CGraphics::g_SpareTexture);}
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void BindReflectionDrawTarget() {CGraphics::g_BooMainCommandQueue->setRenderTarget(x14c_reflectionTex);}
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void BindBallShadowIdTarget()
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{
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