Very transparent parts of textures were cutted away while rendering. It turned out there is only a need to do this for shadows and selection rendering, not for real rendering.
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@ -5124,8 +5124,9 @@ void Renderer::renderUnits(const int renderFps) {
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Vec4f(1.0f, 1.0f, 1.0f, alpha).ptr());
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}
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else {
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glEnable(GL_COLOR_MATERIAL);
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glAlphaFunc(GL_GREATER, 0.4f);
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//this only needs to be done in render fast for selection and shadow calculation. No need to do this in real render
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//glEnable(GL_COLOR_MATERIAL);
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//glAlphaFunc(GL_GREATER, 0.4f);
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}
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//render
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