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Sky Sorting
-Change: ScatterSky is always drawn behind other sky objects (since it has sun and moon)
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@ -651,7 +651,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
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ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind( this, &ScatterSky::_render );
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ri->type = RenderPassManager::RIT_Sky;
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ri->defaultKey = 10;
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ri->defaultKey = 15;
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ri->defaultKey2 = 0;
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renderPass->addInst(ri);
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@ -700,7 +700,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
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moonRI->renderDelegate.bind( this, &ScatterSky::_renderMoon );
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moonRI->type = RenderPassManager::RIT_Sky;
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// Render after sky objects and before CloudLayer!
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moonRI->defaultKey = 5;
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moonRI->defaultKey = 10;
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moonRI->defaultKey2 = 0;
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renderPass->addInst(moonRI);
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}
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@ -645,4 +645,4 @@ BaseMatInstance* SkyBox::_getMaterialInstance()
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DefineEngineMethod( SkyBox, postApply, void, (), , "")
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{
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object->inspectPostApply();
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}
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}
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@ -182,7 +182,7 @@ void SkySphere::prepRenderImage(SceneRenderState* state)
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ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
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ri->renderDelegate.bind(this, &SkySphere::_renderObject);
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ri->type = RenderPassManager::RIT_Sky;
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ri->defaultKey = 10;
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ri->defaultKey = 9;
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ri->defaultKey2 = 0;
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state->getRenderPass()->addInst(ri);
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}
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