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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-05 19:28:02 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-10-05 19:28:02 +0400
commit0a4814a6d01d6cd2e9bda871e30b261d0eff0ed4 (patch)
tree546510c8d759e7cf4a906f4c5af201548a3d1012 /source/blender/gpu
parent388eae9a810a5e742635c70912f024276a7a22b8 (diff)
Fix #28766: object properties > display > transparency no longer worked in solid
draw mode, after texface changes.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c11
1 files changed, 8 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 120c203e7bd..c5d62559056 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1136,6 +1136,9 @@ int GPU_enable_material(int nr, void *attribs)
GMS.lastretval = !GMS.lastretval;
if(GMS.lastretval) {
+ /* for alpha pass, use alpha blend */
+ alphablend = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
+
if(gattribs && GMS.gmatbuf[nr]) {
/* bind glsl material and get attributes */
Material *mat = GMS.gmatbuf[nr];
@@ -1145,7 +1148,11 @@ int GPU_enable_material(int nr, void *attribs)
GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
GMS.gboundmat= mat;
- alphablend= mat->game.alpha_blend;
+
+ /* for glsl use alpha blend mode, unless it's set to solid and
+ we are already drawing in an alpha pass */
+ if(mat->game.alpha_blend != GPU_BLEND_SOLID)
+ alphablend= mat->game.alpha_blend;
if(GMS.alphapass) glDepthMask(1);
}
@@ -1154,11 +1161,9 @@ int GPU_enable_material(int nr, void *attribs)
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, GMS.matbuf[nr].diff);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, GMS.matbuf[nr].spec);
glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, GMS.matbuf[nr].hard);
- alphablend= GPU_BLEND_SOLID;
}
/* set (alpha) blending mode */
- if(!GMS.alphapass) alphablend= GPU_BLEND_SOLID;
GPU_set_material_alpha_blend(alphablend);
}