Work on smooth blending.
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@ -773,9 +773,9 @@ namespace Ogre
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//Add the vertex
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Vertex vertex(vertex0);
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if(material0 == material)
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vertex.colour = Vector4(1.0,1.0,1.0,1.0);
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vertex.alpha = 1.0;
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else
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vertex.colour = Vector4(0.0,0.0,0.0,0.0);
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vertex.alpha = 0.0;
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vertexData[material].push_back(Vertex(vertex));
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triangle.v0 = vertexData[material].size()-1;
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vertexIndices[vertexScaledX][vertexScaledY][vertexScaledZ][material] = vertexData[material].size()-1;
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@ -800,9 +800,9 @@ namespace Ogre
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//Add the vertex
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Vertex vertex(vertex1);
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if(material1 == material)
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vertex.colour = Vector4(1.0,1.0,1.0,1.0);
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vertex.alpha = 1.0;
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else
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vertex.colour = Vector4(0.0,0.0,0.0,0.0);
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vertex.alpha = 0.0;
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vertexData[material].push_back(Vertex(vertex));
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triangle.v1 = vertexData[material].size()-1;
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vertexIndices[vertexScaledX][vertexScaledY][vertexScaledZ][material] = vertexData[material].size()-1;
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@ -827,9 +827,9 @@ namespace Ogre
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//Add the vertex
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Vertex vertex(vertex2);
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if(material2 == material)
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vertex.colour = Vector4(1.0,1.0,1.0,1.0);
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vertex.alpha = 1.0;
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else
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vertex.colour = Vector4(0.0,0.0,0.0,0.0);
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vertex.alpha = 0.0;
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vertexData[material].push_back(Vertex(vertex));
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triangle.v2 = vertexData[material].size()-1;
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vertexIndices[vertexScaledX][vertexScaledY][vertexScaledZ][material] = vertexData[material].size()-1;
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@ -40,7 +40,7 @@ namespace Ogre
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decl->removeAllElements();
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decl->addElement(0, 0, VET_FLOAT3, VES_POSITION);
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decl->addElement(0, 3 * sizeof(float), VET_FLOAT3, VES_NORMAL);
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decl->addElement(0, 6 * sizeof(float), VET_FLOAT4, VES_DIFFUSE);
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decl->addElement(0, 6 * sizeof(float), VET_FLOAT1, VES_TEXTURE_COORDINATES);
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//LogManager::getSingleton().logMessage("Creating Vertex Buffer");
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HardwareVertexBufferSharedPtr vbuf =
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@ -81,10 +81,7 @@ namespace Ogre
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*prPos++ = verticesToSet[i].normal.y;
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*prPos++ = verticesToSet[i].normal.z;
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*prPos++ = verticesToSet[i].colour.x;
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*prPos++ = verticesToSet[i].colour.y;
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*prPos++ = verticesToSet[i].colour.z;
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*prPos++ = verticesToSet[i].colour.w;
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*prPos++ = verticesToSet[i].alpha;
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if(verticesToSet[i].position.x < vaabMin.x)
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vaabMin.x = verticesToSet[i].position.x;
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