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2D3D:: wall shadows
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@@ -672,6 +672,7 @@ void dqi_poly::gldraw() {
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if(flags & POLY_TRIANGLES) {
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glhr::color2(color);
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glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE);
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glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW);
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glDrawArrays(GL_TRIANGLES, ioffset, cnt);
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}
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else {
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@@ -687,6 +688,7 @@ void dqi_poly::gldraw() {
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current_display->set_mask(ed);
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glhr::color2(color);
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glhr::set_depthtest(model_needs_depth() && prio < PPR::SUPERLINE);
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glhr::set_depthwrite(model_needs_depth() && prio != PPR::TRANSPARENT_SHADOW);
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if(flags & (POLY_INVERSE | POLY_FORCE_INVERTED)) {
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glStencilOp( GL_ZERO, GL_ZERO, GL_ZERO);
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