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0028400: Visualization, Graphic3d_MaterialAspect - remove undocumented and unsupported flag EnvReflexion()
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@@ -938,54 +938,9 @@ void OpenGl_View::renderScene (Graphic3d_Camera::Projection theProjection,
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aContext->ShaderManager()->UpdateClippingState();
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}
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// Clear status bitfields
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myWorkspace->NamedStatus &= ~(OPENGL_NS_2NDPASSNEED | OPENGL_NS_2NDPASSDO);
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// First pass
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renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
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myWorkspace->DisableTexture();
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// Second pass
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if (myWorkspace->NamedStatus & OPENGL_NS_2NDPASSNEED)
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{
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myWorkspace->NamedStatus |= OPENGL_NS_2NDPASSDO;
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// Remember OpenGl properties
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GLint aSaveBlendDst = GL_ONE_MINUS_SRC_ALPHA, aSaveBlendSrc = GL_SRC_ALPHA;
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GLint aSaveZbuffFunc;
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GLboolean aSaveZbuffWrite;
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glGetBooleanv (GL_DEPTH_WRITEMASK, &aSaveZbuffWrite);
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glGetIntegerv (GL_DEPTH_FUNC, &aSaveZbuffFunc);
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#if !defined(GL_ES_VERSION_2_0)
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glGetIntegerv (GL_BLEND_DST, &aSaveBlendDst);
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glGetIntegerv (GL_BLEND_SRC, &aSaveBlendSrc);
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#endif
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GLboolean wasZbuffEnabled = glIsEnabled (GL_DEPTH_TEST);
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GLboolean wasBlendEnabled = glIsEnabled (GL_BLEND);
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// Change the properties for second rendering pass
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable (GL_BLEND);
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glDepthFunc (GL_EQUAL);
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glDepthMask (GL_FALSE);
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glEnable (GL_DEPTH_TEST);
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// Render the view
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renderStructs (theProjection, theReadDrawFbo, theToDrawImmediate);
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myWorkspace->DisableTexture();
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// Restore properties back
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glBlendFunc (aSaveBlendSrc, aSaveBlendDst);
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if (!wasBlendEnabled)
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glDisable (GL_BLEND);
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glDepthFunc (aSaveZbuffFunc);
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glDepthMask (aSaveZbuffWrite);
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if (!wasZbuffEnabled)
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glDisable (GL_DEPTH_FUNC);
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}
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// Apply restored view matrix.
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aContext->ApplyWorldViewMatrix();
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