Make sure apply = false for all forced render states
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ce28e35393
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8a747276d7
@ -60,7 +60,7 @@ public class PreDepthProcessor implements SceneProcessor {
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preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
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preDepth.getAdditionalRenderState().setPolyOffset(0, 0);
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preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
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preDepth.getAdditionalRenderState().setFaceCullMode(FaceCullMode.Back);
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forcedRS = new RenderState();
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forcedRS = RenderState.ADDITIONAL.clone();
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forcedRS.setDepthTest(true);
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forcedRS.setDepthTest(true);
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forcedRS.setDepthWrite(false);
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forcedRS.setDepthWrite(false);
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}
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}
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@ -94,7 +94,7 @@ public abstract class AbstractShadowRenderer implements SceneProcessor, Savable,
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protected EdgeFilteringMode edgeFilteringMode = EdgeFilteringMode.Bilinear;
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protected EdgeFilteringMode edgeFilteringMode = EdgeFilteringMode.Bilinear;
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protected CompareMode shadowCompareMode = CompareMode.Hardware;
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protected CompareMode shadowCompareMode = CompareMode.Hardware;
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protected Picture[] dispPic;
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protected Picture[] dispPic;
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protected RenderState forcedRenderState = new RenderState();
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protected RenderState forcedRenderState = RenderState.ADDITIONAL.clone();
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protected boolean renderBackFacesShadows = true;
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protected boolean renderBackFacesShadows = true;
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protected AppProfiler prof;
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protected AppProfiler prof;
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@ -453,7 +453,7 @@ public class JmeBatchRenderBackend implements BatchRenderBackend {
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private final Mesh mesh = new Mesh();
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private final Mesh mesh = new Mesh();
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private final Geometry meshGeometry = new Geometry("nifty-quad", mesh);
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private final Geometry meshGeometry = new Geometry("nifty-quad", mesh);
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private final RenderState renderState = new RenderState();
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private final RenderState renderState = RenderState.ADDITIONAL.clone();
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private FloatBuffer vertexPosBuffer;
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private FloatBuffer vertexPosBuffer;
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private FloatBuffer vertexTexCoordBuffer;
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private FloatBuffer vertexTexCoordBuffer;
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@ -73,7 +73,7 @@ public class RenderDeviceJme implements RenderDevice {
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private VertexBuffer quadColor;
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private VertexBuffer quadColor;
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private Matrix4f tempMat = new Matrix4f();
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private Matrix4f tempMat = new Matrix4f();
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private ColorRGBA tempColor = new ColorRGBA();
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private ColorRGBA tempColor = new ColorRGBA();
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private RenderState renderState = new RenderState();
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private RenderState renderState = RenderState.ADDITIONAL.clone();
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private Material colorMaterial;
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private Material colorMaterial;
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private Material textureColorMaterial;
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private Material textureColorMaterial;
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