@@ -1879,13 +1879,6 @@ void DX8TextureCategoryClass::Render(void)
18791879 if (!DX8RendererDebugger::Is_Enabled () || !mesh->Is_Disabled_By_Debugger ()) {
18801880
18811881 if ((!!mesh->Peek_Model ()->Get_Flag (MeshGeometryClass::SORT)) && WW3D::Is_Sorting_Enabled ()) {
1882-
1883- if (std::strcmp (mesh->Get_Name ()," EXPRTBLSTBBBL.SPHERE01" ) == 0 ) {
1884- DEBUG_LOG ((" >>>DX8Renderer: (render sorted?) mesh = '%s' - alpha = %f - isAdditive = %d" ,
1885- mesh->Get_Name (),
1886- mesh->Get_Alpha_Override (), mesh->Is_Additive ()));
1887- }
1888-
18891882 renderer->Render_Sorted (mesh->Get_Base_Vertex_Offset (),mesh->Get_Bounding_Sphere ());
18901883 } else {
18911884 // non-transparent mesh that will be rendered immediately. Okay to adjust the shader/material
@@ -1918,16 +1911,12 @@ void DX8TextureCategoryClass::Render(void)
19181911 oldMapper=NULL ;
19191912 if (mesh->Get_Alpha_Override () != 1.0 )
19201913 {
1921- DEBUG_LOG ((" >>>DX8Renderer: ALPHA OVERRIDE - mesh = '%s' - alpha = %f - isAdditive = %d" ,
1922- mesh->Get_Name (),
1923- mesh->Get_Alpha_Override (), mesh->Is_Additive ()));
19241914 if (mesh->Is_Additive ())
19251915 { // additvie blended mesh can't switch to alpha or we will get a black outline.
19261916 // so adjust diffuse color instead.
1927- DEBUG_LOG ((" >>>DX8Renderer: ADDITIVE + ALPHA OVERRIDE - alpha = %f" , mesh->Get_Alpha_Override ()));
1917+ // DEBUG_LOG((">>>DX8Renderer: ADDITIVE + ALPHA OVERRIDE - alpha = %f", mesh->Get_Alpha_Override()));
19281918 vmaterial->Set_Diffuse (mesh->Get_Alpha_Override (),mesh->Get_Alpha_Override (),mesh->Get_Alpha_Override ());
19291919
1930- // debug (this actually works)
19311920 vmaterial->Set_Emissive (mesh->Get_Emissive_Override (), mesh->Get_Emissive_Override (), mesh->Get_Emissive_Override ());
19321921
19331922 theAlphaShader = theShader; // keep using additive blending.
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