Disable fog on meshes using additive blending.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@156 ed5b42cb-e716-0410-a449-f6a68f950b19
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@@ -49,6 +49,7 @@ import com.jme.scene.batch.GeomBatch;
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import com.jme.scene.batch.TriangleBatch;
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import com.jme.scene.batch.TriangleBatch;
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import com.jme.scene.state.AlphaState;
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import com.jme.scene.state.AlphaState;
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import com.jme.scene.state.CullState;
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import com.jme.scene.state.CullState;
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import com.jme.scene.state.FogState;
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import com.jme.scene.state.LightState;
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import com.jme.scene.state.LightState;
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import com.jme.scene.state.RenderState;
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import com.jme.scene.state.RenderState;
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import com.jme.scene.state.TextureState;
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import com.jme.scene.state.TextureState;
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@@ -501,6 +502,7 @@ public class ModelMesh extends TriMesh
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setRenderQueueMode(Renderer.QUEUE_TRANSPARENT);
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setRenderQueueMode(Renderer.QUEUE_TRANSPARENT);
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setRenderState(_addAlpha);
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setRenderState(_addAlpha);
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setRenderState(_overlayZBuffer);
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setRenderState(_overlayZBuffer);
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setRenderState(_noFog);
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} else if (_transparent) {
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} else if (_transparent) {
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setRenderQueueMode(Renderer.QUEUE_TRANSPARENT);
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setRenderQueueMode(Renderer.QUEUE_TRANSPARENT);
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if (_translucent) {
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if (_translucent) {
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@@ -567,6 +569,8 @@ public class ModelMesh extends TriMesh
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_overlayZBuffer.setWritable(false);
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_overlayZBuffer.setWritable(false);
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_emissiveLight = renderer.createLightState();
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_emissiveLight = renderer.createLightState();
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_emissiveLight.setGlobalAmbient(ColorRGBA.white);
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_emissiveLight.setGlobalAmbient(ColorRGBA.white);
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_noFog = renderer.createFogState();
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_noFog.setEnabled(false);
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}
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}
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/**
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/**
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@@ -817,6 +821,9 @@ public class ModelMesh extends TriMesh
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/** A light state that simulates emissivity. */
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/** A light state that simulates emissivity. */
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protected static LightState _emissiveLight;
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protected static LightState _emissiveLight;
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/** A fog state that disables fog. */
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protected static FogState _noFog;
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/** Work vector to store the camera direction. */
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/** Work vector to store the camera direction. */
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protected static Vector3f _cdir = new Vector3f();
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protected static Vector3f _cdir = new Vector3f();
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