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Fix back-to-front sorting with gl-coordinate-system set to a custom value
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@ -147,6 +147,10 @@ GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
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_coordinate_system = CS_invalid;
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_internal_transform = TransformState::make_identity();
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if (_internal_coordinate_system == CS_default) {
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_internal_coordinate_system = get_default_coordinate_system();
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}
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set_coordinate_system(get_default_coordinate_system());
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_data_reader = (GeomVertexDataPipelineReader *)NULL;
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@ -322,7 +322,7 @@ public:
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virtual void set_state_and_transform(const RenderState *state,
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const TransformState *transform);
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virtual PN_stdfloat compute_distance_to(const LPoint3 &point) const;
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PN_stdfloat compute_distance_to(const LPoint3 &point) const;
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virtual void clear(DrawableRegion *clearable);
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@ -6024,16 +6024,6 @@ make_geom_munger(const RenderState *state, Thread *current_thread) {
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return GeomMunger::register_munger(munger, current_thread);
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}
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/**
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* This function will compute the distance to the indicated point, assumed to
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* be in eye coordinates, from the camera plane. The point is assumed to be
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* in the GSG's internal coordinate system.
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*/
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PN_stdfloat CLP(GraphicsStateGuardian)::
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compute_distance_to(const LPoint3 &point) const {
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return -point[2];
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}
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/**
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* Copy the pixels within the indicated display region from the framebuffer
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* into texture memory.
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@ -358,8 +358,6 @@ public:
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virtual PT(GeomMunger) make_geom_munger(const RenderState *state,
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Thread *current_thread);
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virtual PN_stdfloat compute_distance_to(const LPoint3 &point) const;
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virtual void clear(DrawableRegion *region);
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virtual bool framebuffer_copy_to_texture
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