don't render objects with zero alpha color (RGBA)
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@@ -487,7 +487,10 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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Model* model = renderData.m_model;
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if (0==model)
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return;
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//discard invisible objects (zero alpha)
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if (model->getColorRGBA()[3]==0)
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return;
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renderData.m_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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@@ -506,7 +509,8 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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btVector3 P(viewMatrixInv[0][3], viewMatrixInv[1][3], viewMatrixInv[2][3]);
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Shader shader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowBufferPtr, renderData.m_lightAmbientCoeff, renderData.m_lightDiffuseCoeff, renderData.m_lightSpecularCoeff);
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for (int i=0; i<model->nfaces(); i++)
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{
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B3_PROFILE("face");
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