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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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@@ -117,8 +117,10 @@ public:
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bool
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RenderLoft( gfx::vertex_array &Output, Math3D::vector3 const &Origin, gfx::basic_vertex const *ShapePoints, int iNumShapePoints, double fTextureLength, double Texturescale = 1.0, int iSkip = 0, int iEnd = 0, float fOffsetX = 0.f, glm::vec3 **p = nullptr, bool bRender = true);
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/*
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void
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Render();
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*/
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inline
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double
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GetLength() const {
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