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* Update Physics3DTest.cpp Improve #879 thanks @solan-solan * Update CCMeshRenderer.cpp #hope this is fixing #879
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@ -520,6 +520,7 @@ void MeshRenderer::genMaterial(bool useLight)
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if (oldmaterial)
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{
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material->setStateBlock(oldmaterial->getStateBlock());
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material->setTransparent(oldmaterial->isTransparent());
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}
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if (material->getReferenceCount() == 1)
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@ -327,9 +327,11 @@ bool Physics3DKinematicDemo::init()
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auto component = Physics3DComponent::create(rigidBody);
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auto sprite = Sprite3D::create(tree1);
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sprite->addComponent(component);
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static_cast<Sprite3D*>(sprite->getChildren().at(1))->getMaterial(0)->setTransparent(true);
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static_cast<Sprite3D*>(sprite->getChildren().at(1))->getMaterial(0)->getStateBlock().setCullFaceSide(CullFaceSide::NONE);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1 | (unsigned short)CameraFlag::USER2 | (unsigned short)CameraFlag::USER3);
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sprite->setPosition3D(Vec3(20.0f, 0.0f, 0.0f));
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sprite->setScale(scale);
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sprite->setCameraMask((unsigned short)CameraFlag::USER1);
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this->addChild(sprite);
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}
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// Issue #879 ENDS HERE
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