* Speed up rendering enormously
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@ -321,6 +321,7 @@ for(u32 i=0;i<submeshes.size();i++)//The mesh has to be split into submeshes bec
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if(WMOMTexDefinition[WMOMTexData[lastindex].textureID].blendMode==1)
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MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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MeshBuffer->recalculateBoundingBox();
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MeshBuffer->setHardwareMappingHint(EHM_STATIC);
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}
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lastindex=submeshes[i];
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