#include "Render/AuxiliarySubmission.h" #include "Render/Renderer.h" #include "Render/Primitives/DepthAlpha.h" // OFFSET: 0x00569520 // FUNCTION: fn_02262 __declspec(noinline) void LightmappedPrimitive::ApplyAuxiliaryDepthAlpha() { for (int index = 0; index < this->vertexCount; ++index) { this->vertices[index].specular = DepthAlpha(this->vertices[index].rhw); } } // OFFSET: 0x00559C50 // FUNCTION: fn_02072 void CRenderer::SubmitAuxiliaryPrimitive(LightmappedPrimitive* primitive) { primitive->ApplyAuxiliaryDepthAlpha(); this->queues.queue_0240.push_back(primitive); } // INLINED void SubmitAuxiliaryPrimitive(CRenderer& renderer, LightmappedPrimitive* primitive, const float& depthStart, const float& depthEnd, int reserved) { renderer.SubmitAuxiliaryPrimitive(primitive); }