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Fix for wireframe mode with deferred shading
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parent
070a2be42e
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@ -573,13 +573,14 @@ namespace CodeWalker.Rendering
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if (DefScene != null)
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if (DefScene != null)
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{
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{
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context.Rasterizer.State = rsSolid;
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DefScene.SetSceneColour(context);
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DefScene.SetSceneColour(context);
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DefScene.RenderLights(context, camera, Shadowmap, GlobalLights);
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DefScene.RenderLights(context, camera, Shadowmap, GlobalLights);
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if (RenderLODLights.Count > 0) //LOD lights pass
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if (RenderLODLights.Count > 0) //LOD lights pass
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{
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{
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context.Rasterizer.State = rsSolid;
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context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
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context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
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context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
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context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
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DefScene.RenderLights(context, camera, RenderLODLights);
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DefScene.RenderLights(context, camera, RenderLODLights);
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@ -587,7 +588,6 @@ namespace CodeWalker.Rendering
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if (RenderLights.Count > 0)
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if (RenderLights.Count > 0)
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{
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{
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context.Rasterizer.State = rsSolid;
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context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
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context.OutputMerger.BlendState = bsAdd; //additive blend for lights...
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context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
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context.OutputMerger.DepthStencilState = dsDisableWriteRev;//only render parts behind or at surface
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DefScene.RenderLights(context, camera, RenderLights);
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DefScene.RenderLights(context, camera, RenderLights);
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