diff options
author | Ton Roosendaal <ton@blender.org> | 2011-07-21 21:40:20 +0400 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2011-07-21 21:40:20 +0400 |
commit | bbfe3c9c49523d3987a3144da119d8f6afd09cf9 (patch) | |
tree | e3cec2ab68f3ccb75fe429a1a494dad307155c3c | |
parent | 3e9d1d7683c7d7bf2386c73048808bacd238d550 (diff) |
Bugfix #28034
Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.
-rw-r--r-- | source/blender/render/intern/source/convertblender.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c index 583b792f240..2a7fb468bfa 100644 --- a/source/blender/render/intern/source/convertblender.c +++ b/source/blender/render/intern/source/convertblender.c @@ -3375,7 +3375,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset) /* test for 100% transparant */ ok= 1; - if(ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f && (ma->mode & MA_TRANSP)) { + if(ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f && (ma->mode & MA_TRANSP) && (ma->mode & MA_RAYMIRROR)==0) { ok= 0; /* texture on transparency? */ for(a=0; a<MAX_MTEX; a++) { |