fixed stained glass not rendering the water
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@@ -1550,6 +1550,18 @@ void GameRenderer::renderLevel(float a, int64_t until)
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PIXEndNamedEvent();
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}
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glBlendFunc(GL_ZERO, GL_ONE);
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PIXBeginNamedEvent(0,"Third pass level render");
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int visibleTopTransparentChunks = levelRenderer->render(cameraEntity, 2, a, updateChunks);
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PIXEndNamedEvent();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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if (visibleTopTransparentChunks > 0)
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{
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PIXBeginNamedEvent(0,"Third pass level direct render");
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levelRenderer->renderChunksDirect(2, a);
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PIXEndNamedEvent();
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}
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GL11::glShadeModel(GL11::GL_FLAT);
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}
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else
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@@ -1557,6 +1569,8 @@ void GameRenderer::renderLevel(float a, int64_t until)
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PIXBeginNamedEvent(0,"Second pass level render");
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levelRenderer->render(cameraEntity, 1, a, updateChunks);
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PIXEndNamedEvent();
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levelRenderer->render(cameraEntity, 2, a, updateChunks);
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PIXEndNamedEvent();
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}
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// 4J - added - have split out translucent particle rendering so that it happens after the water is rendered, primarily for fireworks
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