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shift sky render to last of non-translucents
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1 changed files with 2 additions and 2 deletions
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@ -61,6 +61,8 @@ function initRenderManager()
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
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DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } );
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DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
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// Render the sky last
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.95; processAddOrder = 1.95; } );
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// We now render translucent objects that should handle
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// their own fogging and lighting.
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@ -77,8 +79,6 @@ function initRenderManager()
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// Note that the GlowPostFx is triggered after this bin.
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DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
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// Render the sky last
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DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.55; processAddOrder = 1.55; } );
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// We render any editor stuff from this bin. Note that the HDR is
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// completed before this bin to keep editor elements from tone mapping.
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