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Untextured semi-transparency and Textured render flag
Untextured semi-transparency and Textured render flag Shader changes: * Add uniform int textureMode. When 1, the surface is untextured, and stp is always set, allowing these surfaces to be semi-transparent (implements #106). * Switched bool stp back to int, because bool is supposedly less supported. Renderer changes: * Textured/untextured surfaces are now separated into different models. * Textures are no longer bound unless the mesh has the Textured render flag. Exporter changes: * Textures are no longer exported if the model doesn't have the Textured render flag. Parser changes: * All model readers now use groupedTriangles with RenderInfo. Previously some were just a triangle list, and others just a texture page lookup. * PMDParser now applies render flags and texture page. Refactor changes: * Moved SupportedFlags out of RenderFlags and into RenderInfo, this way "SupportedFlags" won't show up in the property grid instead of listing each individual flag. * PMDParser now automatically adds `_offset` in ReadSharedVertices, so `_offset` no longer needs to be passed to functions. * Cleaned up TriangleFromPrimitive function for PMDParser and BFFModelReader. * Changed PSXParser triangle flag variable to quad. Mainly to follow consistency, but also because triangle is ambiguous with Triangle variables, that are seen everywhere. (tri would have also worked...) * Added TotalTriangles properties to RootEntity and ModelEntity, the one in root entity is visible to the property grid (implements #105).
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