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opacity bugfix
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@@ -340,7 +340,7 @@ shape_node::convert( TSubModel const *Submodel ) {
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m_data.lighting.diffuse = Submodel->f4Diffuse;
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m_data.lighting.specular = Submodel->f4Specular;
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m_data.material = Submodel->m_material;
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m_data.translucent = ( GfxRenderer.Material( m_data.material ).opacity == 0.0f );
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m_data.translucent = ( GfxRenderer.Material( m_data.material ).get_or_guess_opacity() == 0.0f );
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// NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models
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m_data.rangesquared_max = std::numeric_limits<double>::max();
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