// Draw the prim faces\r
for (int j = 0; j < mesh.Faces.Count; j++)\r
{\r
- Primitive.TextureEntryFace teFace = mesh.Prim.Textures.GetFace((uint)j);\r
+ Primitive.TextureEntryFace teFace = prim.Textures.GetFace((uint)j);\r
Face face = mesh.Faces[j];\r
- FaceData data = (FaceData)mesh.Faces[j].UserData;\r
+ FaceData data = (FaceData)face.UserData;\r
\r
if (data == null)\r
continue;\r
continue;\r
\r
// Don't render transparent faces\r
- if (data.TextureInfo.FullAlpha || teFace.RGBA.A <= 0.01f) continue;\r
+ Color4 RGBA = teFace.RGBA;\r
+\r
+ if (data.TextureInfo.FullAlpha || RGBA.A <= 0.01f) continue;\r
\r
bool switchedLightsOff = false;\r
\r
if (pass != RenderPass.Picking)\r
{\r
- bool belongToAlphaPass = (teFace.RGBA.A < 0.99f) || (data.TextureInfo.HasAlpha && !data.TextureInfo.IsMask);\r
+ bool belongToAlphaPass = (RGBA.A < 0.99f) || (data.TextureInfo.HasAlpha && !data.TextureInfo.IsMask);\r
\r
if (belongToAlphaPass && pass != RenderPass.Alpha) continue;\r
if (!belongToAlphaPass && pass == RenderPass.Alpha) continue;\r
break;\r
}\r
\r
- var faceColor = new float[] { teFace.RGBA.R, teFace.RGBA.G, teFace.RGBA.B, teFace.RGBA.A };\r
+ var faceColor = new float[] { RGBA.R, RGBA.G, RGBA.B, RGBA.A };\r
GL.Color4(faceColor);\r
\r
GL.Material(MaterialFace.Front, MaterialParameter.Specular, new float[] { 0.5f, 0.5f, 0.5f, 1f });\r
if (data.TextureInfo.TexturePointer == 0)\r
{\r
GL.Disable(EnableCap.Texture2D);\r
- if (texturesRequestedThisFrame < 2 && !data.TextureInfo.FetchFailed)\r
+ if(texturesRequestedThisFrame < RenderSettings.TexturesToDownloadPerFrame && !data.TextureInfo.FetchFailed)\r
{\r
texturesRequestedThisFrame++;\r
\r