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Move drawing of wield tool into a dedicated step of the pipeline (#13338)
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@@ -635,11 +635,14 @@ void Camera::wield(const ItemStack &item)
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void Camera::drawWieldedTool(irr::core::matrix4* translation)
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{
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// Clear Z buffer so that the wielded tool stays in front of world geometry
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m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH);
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// Draw the wielded node (in a separate scene manager)
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scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
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cam->setAspectRatio(m_cameranode->getAspectRatio());
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cam->setFOV(72.0*M_PI/180.0);
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cam->setNearValue(40); // give wield tool smaller z-depth than the world in most cases.
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cam->setNearValue(10);
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cam->setFarValue(1000);
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if (translation != NULL)
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{
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