Allow tweaking z buffer when rendering polygon, improve explosion render
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+6
-1
@@ -64,7 +64,7 @@ doDrawing pdata w = do
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depthFunc $= Just Less
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let scPol = screenPolygon w
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-- draw the lightmap. Probably changes the bound framebufferObject
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints
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(foregroundPics w) scPol
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clear [DepthBuffer]
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@@ -95,6 +95,11 @@ doDrawing pdata w = do
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ picToLTree (Just 1) pic
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depthMask $= Disabled
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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depthMask $= Enabled
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-- reset blend so that light map applies again
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-- allows us to be certain these elements are drawn on top of those before,
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-- in case we want transparency effects
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