* Better way for Alpha Transparency
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@ -536,9 +536,11 @@ for(u32 i=0; i < currentView.nSub;i++)//
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MeshBuffer->getMaterial().BackfaceCulling=(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].flags & 0x04)?false:true;
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MeshBuffer->getMaterial().BackfaceCulling=(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].flags & 0x04)?false:true;
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switch(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].blending)
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switch(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].blending)
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{
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{
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case 1://This
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case 1:
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case 2://be
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MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF ;
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case 4://HACK
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break;
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case 2:
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case 4:
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MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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DEBUG(logdebug("Alpha Channel Transparency on"));
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DEBUG(logdebug("Alpha Channel Transparency on"));
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break;
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break;
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