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wall render bug fixed
- wall wouldn't render if transparent-yet-sold tiles like glass is placed on top of it
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@@ -674,14 +674,14 @@ object BlendMode {
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const val SCREEN = "GL_BLEND screen"
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const val MULTIPLY = "GL_BLEND multiply"
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const val NORMAL = "GL_BLEND normal"
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//const val MAX = "GL_MAX"
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//const val MAX = "GL_MAX" // not supported by GLES -- use shader
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fun resolve(mode: String) {
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when (mode) {
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SCREEN -> blendScreen()
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MULTIPLY -> blendMul()
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NORMAL -> blendNormal()
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//MAX -> blendLightenOnly()
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//MAX -> blendLightenOnly() // not supported by GLES -- use shader
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else -> throw Error("Unknown blend mode: $mode")
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}
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}
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