Primitive.TextureEntryFace teFace = Prims[i].Prim.Textures.FaceTextures[j];
if (teFace == null)
teFace = Prims[i].Prim.Textures.DefaultTexture;
+
+ // Don't render transparent faces
+ if (teFace.RGBA.A <= 0.01f) continue;
switch (teFace.Shiny)
{
case Shininess.High:
- GL.Material(MaterialFace.Front, MaterialParameter.Shininess, 128f);
+ GL.Material(MaterialFace.Front, MaterialParameter.Shininess, 94f);
break;
case Shininess.Medium:
- GL.Material(MaterialFace.Front, MaterialParameter.Shininess, 96f);
+ GL.Material(MaterialFace.Front, MaterialParameter.Shininess, 64f);
break;
case Shininess.Low: