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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
commit3da40611d914e6177dd25e41baf5a6c5c4fe7154 (patch)
tree2fd760ad011c451a1a112389d22b4ae0bb882aa0 /source/blender/gpu
parent41dc419dcba1faf02dcb516e9afc523eb90eaa6a (diff)
2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle + enum for z/ray transparency (following mockup made by William). Also had to change DNA flags for this. * Disabled radiosity a bit more in render engine, it still had some effects like auto autosmooth. * Make some sliders in material buttons percentages in RNA. * Some other small tweaks in layout and naming.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_material.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 7e8b5c18d71..067f4d8021d 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -1139,7 +1139,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
do_material_tex(shi);
- if(ma->mode & MA_ZTRA)
+ if((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))
GPU_material_enable_alpha(mat);
if((G.fileflags & G_FILE_GLSL_NO_LIGHTS) || (ma->mode & MA_SHLESS)) {
@@ -1213,7 +1213,7 @@ void GPU_shaderesult_set(GPUShadeInput *shi, GPUShadeResult *shr)
GPU_uniform(&world->horr), &shr->combined);
}
- if(!(ma->mode & MA_ZTRA)) {
+ if(!((ma->mode & MA_TRANSP) && (ma->mode & MA_ZTRANSP))) {
if(world && (GPU_link_changed(shr->alpha) || ma->alpha != 1.0f))
GPU_link(mat, "shade_world_mix", GPU_uniform(&world->horr),
shr->combined, &shr->combined);