transparent render pass allows equal depth test
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@@ -436,6 +436,7 @@ namespace wi::enums
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enum DSSTYPES
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{
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DSSTYPE_DEFAULT,
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DSSTYPE_TRANSPARENT,
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DSSTYPE_SHADOW,
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DSSTYPE_DEPTHDISABLED,
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DSSTYPE_DEPTHREAD,
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@@ -1710,7 +1710,7 @@ void LoadShaders()
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}
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else
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{
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desc.dss = &depthStencils[transparency ? DSSTYPE_DEFAULT : DSSTYPE_DEPTHREADEQUAL];
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desc.dss = &depthStencils[transparency ? DSSTYPE_TRANSPARENT : DSSTYPE_DEPTHREADEQUAL];
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}
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break;
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case RENDERPASS_ENVMAPCAPTURE:
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@@ -2051,6 +2051,10 @@ void SetUpStates()
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dsd.back_face.stencil_depth_fail_op = StencilOp::KEEP;
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depthStencils[DSSTYPE_DEFAULT] = dsd;
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dsd.depth_func = ComparisonFunc::GREATER_EQUAL;
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depthStencils[DSSTYPE_TRANSPARENT] = dsd;
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dsd.depth_func = ComparisonFunc::GREATER;
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dsd.depth_write_mask = DepthWriteMask::ZERO;
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depthStencils[DSSTYPE_HOLOGRAM] = dsd;
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 71;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 168;
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const int revision = 169;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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