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"On Top" flag for Sprite3D
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@@ -283,7 +283,7 @@ RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
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return mesh;
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}
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RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass) {
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RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_ontop, bool p_cut_alpha, bool p_opaque_prepass) {
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int version = 0;
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if (p_shaded)
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@@ -296,6 +296,8 @@ RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_doub
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version |= 8;
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if (p_double_sided)
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version |= 16;
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if (p_ontop)
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version |= 32;
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if (material_2d[version].is_valid())
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return material_2d[version];
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@@ -307,6 +309,7 @@ RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_doub
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fixed_material_set_flag(material_2d[version], FIXED_MATERIAL_FLAG_DISCARD_ALPHA, p_cut_alpha);
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material_set_flag(material_2d[version], MATERIAL_FLAG_UNSHADED, !p_shaded);
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material_set_flag(material_2d[version], MATERIAL_FLAG_DOUBLE_SIDED, p_double_sided);
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material_set_flag(material_2d[version], MATERIAL_FLAG_ONTOP, p_ontop);
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material_set_depth_draw_mode(material_2d[version], p_opaque_prepass ? MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA : MATERIAL_DEPTH_DRAW_OPAQUE_ONLY);
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fixed_material_set_texture(material_2d[version], FIXED_MATERIAL_PARAM_DIFFUSE, get_white_texture());
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//material cut alpha?
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