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authorErwin Coumans <blender@erwincoumans.com>2006-04-11 09:57:30 +0400
committerErwin Coumans <blender@erwincoumans.com>2006-04-11 09:57:30 +0400
commit8dbe14b70b427ff449e1f4a7bb4cff989100f629 (patch)
tree3b3269edd4aa45acf07bf3fdb75ffcac9f2bb3ab /source/gameengine/Converter
parente9d4518c3aae5850ec6c3ae925411c903daee431 (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.cpp12
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 {