On a second thought, disable smooth shaded lines for all segments of the lightning.
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@@ -558,11 +558,12 @@ void SGLightning::lt_Render(void) {
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sgVec4 c;
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sgVec4 c;
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#define DRAW_SEG() \
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#define DRAW_SEG() \
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{glBegin(GL_LINES); \
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{glColorMaterial(GL_FRONT, GL_EMISSION); \
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glDisable(GL_LINE_SMOOTH); glBegin(GL_LINES); \
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glColor4fv(c); \
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glColor4fv(c); \
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glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
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glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
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glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
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glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
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glEnd();}
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glEnd(); glEnable(GL_LINE_SMOOTH);}
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glDepthMask( GL_FALSE );
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glDepthMask( GL_FALSE );
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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@@ -599,9 +600,7 @@ void SGLightning::lt_Render(void) {
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if( lt_tree[n].depth >= 2 ) {
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if( lt_tree[n].depth >= 2 ) {
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glLineWidth(3);
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glLineWidth(3);
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sgScaleVec4(c, col, t1 * 0.6f);
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sgScaleVec4(c, col, t1 * 0.6f);
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glDisable(GL_LINE_SMOOTH);
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DRAW_SEG();
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DRAW_SEG();
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glEnable(GL_LINE_SMOOTH);
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} else {
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} else {
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if( lt_tree[n].depth == 0 ) {
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if( lt_tree[n].depth == 0 ) {
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glLineWidth(12);
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glLineWidth(12);
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@@ -610,15 +609,11 @@ void SGLightning::lt_Render(void) {
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glLineWidth(6);
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glLineWidth(6);
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sgScaleVec4(c, col, t1);
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sgScaleVec4(c, col, t1);
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glDisable(GL_LINE_SMOOTH);
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DRAW_SEG();
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DRAW_SEG();
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glEnable(GL_LINE_SMOOTH);
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} else {
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} else {
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glLineWidth(6);
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glLineWidth(6);
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sgScaleVec4(c, col, t1 * 0.7f);
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sgScaleVec4(c, col, t1 * 0.7f);
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glDisable(GL_LINE_SMOOTH);
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DRAW_SEG();
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DRAW_SEG();
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glEnable(GL_LINE_SMOOTH);
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}
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}
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if( lt_tree[n].depth == 0 )
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if( lt_tree[n].depth == 0 )
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@@ -627,9 +622,7 @@ void SGLightning::lt_Render(void) {
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glLineWidth(2);
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glLineWidth(2);
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sgSetVec4(c, t1, t1, t1, t1);
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sgSetVec4(c, t1, t1, t1, t1);
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glDisable(GL_LINE_SMOOTH);
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DRAW_SEG();
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DRAW_SEG();
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glEnable(GL_LINE_SMOOTH);
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}
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}
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}
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}
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