triangle->material = mat;
- face->done = (byte)bool::true;
+ face->done = true;
object.flags.translucent = true;
}
}
group.indices32[c*3+1] = face->indices[1];
group.indices32[c*3+2] = face->indices[2];
}
- face->done = (byte)bool::true;
+ face->done = true;
c++;
}
mesh.UnlockPrimitiveGroup(group);