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author | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-07-03 20:03:29 +0300 |
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committer | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-07-03 20:03:29 +0300 |
commit | 749f346ce077f9616a47c03cac03f8537274efc4 (patch) | |
tree | 66ac85361c56bcd0deea3a5d61472222223e882c /source/blender/makesdna | |
parent | c503d1735351a74c43a3ae26c7ff774e940f2a26 (diff) |
BGE: Add alpha to coverage render mode.
This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material.
The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render.
4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464
4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463
Reviewers: moguri, kupoman, campbellbarton, psy-fi
Reviewed By: psy-fi
Subscribers: lordloki, rdb
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1354
Diffstat (limited to 'source/blender/makesdna')
-rw-r--r-- | source/blender/makesdna/DNA_material_types.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h index c3270430a3a..8790f736600 100644 --- a/source/blender/makesdna/DNA_material_types.h +++ b/source/blender/makesdna/DNA_material_types.h @@ -210,6 +210,7 @@ typedef struct Material { #define GEMAT_ALPHA 2 /* GPU_BLEND_ALPHA */ #define GEMAT_CLIP 4 /* GPU_BLEND_CLIP */ #define GEMAT_ALPHA_SORT 8 /* GPU_BLEND_ALPHA_SORT */ +#define GEMAT_ALPHA_TO_COVERAGE 16 /* GPU_BLEND_ALPHA_TO_COVERAGE */ // Game Options - flag #define GEMAT_BACKCULL 16 /* KX_BACKCULL */ |