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authorTon Roosendaal <ton@blender.org>2011-07-21 21:40:20 +0400
committerTon Roosendaal <ton@blender.org>2011-07-21 21:40:20 +0400
commitbbfe3c9c49523d3987a3144da119d8f6afd09cf9 (patch)
treee3cec2ab68f3ccb75fe429a1a494dad307155c3c /source/blender/render
parent3e9d1d7683c7d7bf2386c73048808bacd238d550 (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.
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/intern/source/convertblender.c2
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++) {