Remove backface material & property settings
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cc8db8cc96
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@ -111,24 +111,19 @@ public class RealisticRenderer extends RocketRenderer {
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final Decal t = a.getTexture();
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final Texture tex = getTexture(t);
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gl.glLightModeli(GL2ES1.GL_LIGHT_MODEL_TWO_SIDE, 1);
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gl.glLightModeli(GL2.GL_LIGHT_MODEL_COLOR_CONTROL, GL2.GL_SEPARATE_SPECULAR_COLOR);
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convertColor(a.getPaint(), color);
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color[3] = alpha;
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_DIFFUSE, color, 0);
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_DIFFUSE, color, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, color, 0);
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_AMBIENT, color, 0);
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color[0] = color[1] = color[2] = (float) a.getShine();
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color[3] = alpha;
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_SPECULAR, color, 0);
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gl.glMateriali(GL.GL_FRONT, GLLightingFunc.GL_SHININESS, (int) (100 * a.getShine()));
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_SPECULAR, colorBlack, 0);
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gl.glMateriali(GL.GL_BACK, GLLightingFunc.GL_SHININESS, 0);
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g.render(gl);
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@ -155,9 +150,7 @@ public class RealisticRenderer extends RocketRenderer {
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gl.glTexParameterfv(GL.GL_TEXTURE_2D, GL2.GL_TEXTURE_BORDER_COLOR, colorClear, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_DIFFUSE, colorWhite, 0);
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_DIFFUSE, colorWhite, 0);
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gl.glMaterialfv(GL.GL_FRONT, GLLightingFunc.GL_AMBIENT, colorWhite, 0);
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gl.glMaterialfv(GL.GL_BACK, GLLightingFunc.GL_AMBIENT, colorWhite, 0);
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gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA);
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gl.glEnable(GL.GL_BLEND);
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