diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-04-11 09:57:30 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-04-11 09:57:30 +0400 |
commit | 8dbe14b70b427ff449e1f4a7bb4cff989100f629 (patch) | |
tree | 3b3269edd4aa45acf07bf3fdb75ffcac9f2bb3ab /source/gameengine/Converter | |
parent | e9d4518c3aae5850ec6c3ae925411c903daee431 (diff) |
applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 12 |
1 files changed, 11 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 283120fe2f3..408b909a625 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -494,7 +494,17 @@ BL_Material* ConvertMaterial( Mesh* mesh, Material *mat, TFace* tface, MFace* material->spec_f = mat->spec; material->ref = mat->ref; material->amb = mat->amb; - material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0; + + // set alpha testing without z-sorting + if( ((mesh->tface && tface ) && (!tface->transp)) && mat->mode & MA_ZTRA) { + // sets the RAS_IPolyMaterial::m_flag |RAS_FORCEALPHA + // this is so we don't have the overhead of the z-sorting code + material->ras_mode|=ALPHA_TEST; + } + else{ + // use regular z-sorting + material->ras_mode |= ((mat->mode & MA_ZTRA) != 0)?ZSORT:0; + } material->ras_mode |= ((mat->mode & MA_WIRE) != 0)?WIRE:0; } else { |