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Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
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@ -17,35 +17,34 @@ namespace irr
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{
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namespace scene
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{
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//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
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/** The default behavior in Irrlicht is to disable writing to the
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z-buffer for all really transparent, i.e. blending materials. This
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avoids problems with intersecting faces, but can also break renderings.
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If transparent materials should use the SMaterial flag for ZWriteEnable
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just as other material types use this attribute.
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Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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\endcode
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**/
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const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
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//! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
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/** The default behavior in Irrlicht is to disable writing to the
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z-buffer for all really transparent, i.e. blending materials. This
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avoids problems with intersecting faces, but can also break renderings.
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If transparent materials should use the SMaterial flag for ZWriteEnable
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just as other material types use this attribute.
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Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
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\endcode
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**/
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const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
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//! Flag to avoid loading group structures in .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
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//! Flag to avoid loading group structures in .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
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\endcode
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**/
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const c8 *const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
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//! Flag to avoid loading material .mtl file for .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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\endcode
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**/
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const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
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//! Flag to avoid loading material .mtl file for .obj files
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/** Use it like this:
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\code
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SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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\endcode
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**/
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const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
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} // end namespace scene
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} // end namespace irr
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