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@Grantim Grantim commented Nov 18, 2025

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@Grantim Grantim requested a review from Fedr November 18, 2025 16:39
void reset( const Vector2i& size );

/// renders transparent objects into this buffer
/// returns true if there is transparent objects to render
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Suggested change
/// returns true if there is transparent objects to render
/// returns true if there are transparent objects to render

void FramebufferData::gen( const Vector2i& size, bool copyDepth, int msaaPow )
void bindDepthPeelingTextures( GLuint shaderId, const TransparencyMode& tMode, GLenum startGLTextureIndex )
{
if ( !tMode.isDepthPeelingEnbaled() )
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if ( !tMode.isDepthPeelingEnbaled() )
if ( !tMode.isDepthPeelingEnabled() )

@Grantim Grantim marked this pull request as ready for review November 18, 2025 20:33
Vector2i size; // size of the viewport that is used in `draw` function
WrapType wrap{ WrapType::Clamp }; // wrap type of underlaying textures
FilterType filter{ FilterType::Linear }; // filter type of underlaying textures
bool forceSimpleDepthDraw = false;
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please add comment, what is simple

@Grantim Grantim merged commit 49981f7 into master Nov 19, 2025
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@Grantim Grantim deleted the Introduce_Depth_Peeling branch November 19, 2025 12:26
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3 participants