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virtual opengl color, overcast level based tweaks to light glare and freespot strength, precipitation based fog density adjustment, overcast level included in the light activation threshold
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@@ -524,7 +524,8 @@ bool TSegment::RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Ori
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}
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return true;
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};
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/*
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// NOTE: legacy leftover, potentially usable (but not really)
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void TSegment::Render()
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{
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Math3D::vector3 pt;
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@@ -572,5 +573,5 @@ void TSegment::Render()
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glEnd();
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}
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}
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*/
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//---------------------------------------------------------------------------
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