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Draw stars behind the moon (#7928)
This time correctly, by resetting the 'material' to '1' after moon draw.
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@ -366,6 +366,89 @@ void Sky::render()
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}
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}
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// Draw stars before moon to be behind the moon
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do {
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driver->setMaterial(m_materials[1]);
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// Tune values so that stars first appear just after the sun
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// disappears over the horizon, and disappear just before the sun
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// appears over the horizon.
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// Also tune so that stars are at full brightness from time 20000 to
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// time 4000.
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float starbrightness = MYMAX(0, MYMIN(1,
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(0.25 - fabs(wicked_time_of_day < 0.5 ?
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wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
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float f = starbrightness;
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float d = 0.007 / 2;
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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// Stars are only drawn when brighter than skycolor
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if (starcolor.getBlue() < m_skycolor.getBlue())
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break;
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#ifdef __ANDROID__
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u16 indices[SKY_STAR_COUNT * 3];
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video::S3DVertex vertices[SKY_STAR_COUNT * 3];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, 0);
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v3f p2 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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}
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driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
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indices, SKY_STAR_COUNT);
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#else
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u16 indices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 4 + 0] = i * 4 + 0;
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indices[i * 4 + 1] = i * 4 + 1;
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indices[i * 4 + 2] = i * 4 + 2;
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indices[i * 4 + 3] = i * 4 + 3;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f( d, 1, -d);
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v3f p2 = v3f( d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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p3.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 4 + 0].Pos = p;
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vertices[i * 4 + 0].Color = starcolor;
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vertices[i * 4 + 1].Pos = p1;
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vertices[i * 4 + 1].Color = starcolor;
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vertices[i * 4 + 2].Pos = p2;
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vertices[i * 4 + 2].Color = starcolor;
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vertices[i * 4 + 3].Pos = p3;
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vertices[i * 4 + 3].Color = starcolor;
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}
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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} while(false);
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// Draw moon
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if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
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if (!m_moon_texture) {
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@ -442,88 +525,10 @@ void Sky::render()
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}
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}
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// Draw stars
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do {
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driver->setMaterial(m_materials[1]);
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// Tune values, so that stars begin to be drawn at the same time the
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// sun disappears over the horizon, and so that star full brightness
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// is reached at time 20000, for 8 'hours' of full star brightness.
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float starbrightness = MYMAX(0, MYMIN(1,
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(0.25 - fabs(wicked_time_of_day < 0.5 ?
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wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
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float f = starbrightness;
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float d = 0.007 / 2;
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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// Stars are only drawn when brighter than skycolor
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if (starcolor.getBlue() < m_skycolor.getBlue())
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break;
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#ifdef __ANDROID__
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u16 indices[SKY_STAR_COUNT * 3];
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video::S3DVertex vertices[SKY_STAR_COUNT * 3];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, 0);
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v3f p2 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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}
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driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
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indices, SKY_STAR_COUNT);
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#else
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u16 indices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 4 + 0] = i * 4 + 0;
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indices[i * 4 + 1] = i * 4 + 1;
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indices[i * 4 + 2] = i * 4 + 2;
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indices[i * 4 + 3] = i * 4 + 3;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f( d, 1, -d);
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v3f p2 = v3f( d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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p3.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 4 + 0].Pos = p;
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vertices[i * 4 + 0].Color = starcolor;
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vertices[i * 4 + 1].Pos = p1;
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vertices[i * 4 + 1].Color = starcolor;
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vertices[i * 4 + 2].Pos = p2;
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vertices[i * 4 + 2].Color = starcolor;
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vertices[i * 4 + 3].Pos = p3;
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vertices[i * 4 + 3].Color = starcolor;
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}
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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} while(false);
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// Draw far cloudy fog thing below East and West horizons.
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// These act as horizons that the sun and moon rise and set over.
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driver->setMaterial(m_materials[1]);
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// Draw far cloudy fog thing below east and west horizons
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for (u32 j = 0; j < 2; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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