Reorder powerup mesh so it renders proper behind translucent walls.
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@ -1146,11 +1146,11 @@ void FaceBall::RenderWorld() {
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for (auto& bullet : bullets) {
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for (auto& bullet : bullets) {
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RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
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RenderBulletMesh(matView, vecTrianglesToRasterTranslucent, bullet);
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}
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}
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RenderMesh(matView, vecTrianglesToRaster, walls);
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RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
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for (auto& powerup : powerups) {
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for (auto& powerup : powerups) {
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RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
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RenderPowerupMesh(matView, vecTrianglesToRasterTranslucent, powerup);
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}
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}
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RenderMesh(matView, vecTrianglesToRaster, walls);
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RenderMesh(matView, vecTrianglesToRasterTranslucent, walls, true);
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//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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//std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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ClearBuffer(BLACK, true);
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ClearBuffer(BLACK, true);
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@ -2055,7 +2055,7 @@ void FaceBall::RunEnemyAI(Enemy& e,float fElapsedTime,int myIndex) {
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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bool FaceBall::OnUserUpdate(float fElapsedTime)
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{
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{
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fElapsedTime = std::min(0.1667f, fElapsedTime);
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fElapsedTime = std::min(0.01667f, fElapsedTime);
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gameTimer += fElapsedTime;
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gameTimer += fElapsedTime;
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switch (mode) {
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switch (mode) {
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case GAME: {
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case GAME: {
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