- foreach(Material in Materials)
- {
- if(surfs.count() > x && !Material.flag.has[Alpha])
- {
- surfs.drawUV();
- shader[texturebind & deferredLight].dosstuff();
- } else {
- ....
- }
- fbo.colorbuffer.blitTo(fbo.backbuffer);
- fbo.colorbuffer.clear(); //depth beibehalten!!
- }
- //schatten,caustics etc...