#define RENDER_TEXTURE 0x00000002
#define RENDER_CHROME 0x00000004
#define RENDER_METAL 0x00000008
#define RENDER_BRIGHT 0x00000040
#define RENDER_DARK 0x00000080
#define RENDER_EXTRA 0x00000100
#define RENDER_CHROME2 0x00000200
#define RENDER_CHROME3 0x00000800
#define RENDER_CHROME4 0x00001000
if(g_pOption->GetRenderLevel())
{
int iItemLevel = (ItemLevel>>3)&15;
if(iItemLevel < 8 && g_pOption->GetRenderLevel() >= 1)
{
Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh); // Vecto com 3 canais
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT, true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 9 && g_pOption->GetRenderLevel() >= 1)
{
Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT, true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 10 && g_pOption->GetRenderLevel() >= 2)
{
Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 11 && g_pOption->GetRenderLevel() >= 2)
{
Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 12 && g_pOption->GetRenderLevel() >= 3)
{
Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 13 && g_pOption->GetRenderLevel() >= 3)
{
Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME2|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
}
else if(iItemLevel < 14)
{
Vector(Light[0]*0.9f,Light[1]*0.9f,Light[2]*0.9f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME4|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, Alpha );
}
else
{
Vector(Light[0]*0.8f,Light[1]*0.8f,Light[2]*0.8f,v3LightPhysicMesh);
pCloth.Render( &v3LightPhysicMesh);
pCloth.Render_MappingOption( *b, iPhysiqMesh, RENDER_CHROME|RENDER_BRIGHT|(RenderType&RENDER_EXTRA), true, v3LightPhysicMesh, -1, 1.0f );
}
}