diff options
author | Campbell Barton <ideasman42@gmail.com> | 2008-06-15 13:43:24 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2008-06-15 13:43:24 +0400 |
commit | f63b70635c91062a8ef71b2a1f82ac8d4bb06372 (patch) | |
tree | dbdabe007b3f7b56be9437f13f3a84aa99bd02e4 /source/gameengine/Converter | |
parent | c76bce9e6407aa9adda3bd1b1d66fe3b8d88299f (diff) |
bugfix, clip alpha wasn't working in the GE, not happy with these functions, they probably need bigger changes not to assume all alpha requires face sorting with a disabled depth buffer,
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 5a9cda67941..cb981f55c5a 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -542,7 +542,7 @@ BL_Material* ConvertMaterial( material->amb = mat->amb; // set alpha testing without z-sorting - if( ( validface && (!tface->transp)) && mat->mode & MA_ZTRA) { + if( ( validface && (!(tface->transp &~ TF_CLIP))) && 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; @@ -598,7 +598,7 @@ BL_Material* ConvertMaterial( material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0; material->transp = tface->transp; - if(tface->transp) + if(tface->transp&~TF_CLIP) material->ras_mode |= TRANSP; material->tile = tface->tile; @@ -947,7 +947,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* // Use texface colors if available //TF_DYNAMIC means the polygon is a collision face collider = ((tface->mode & TF_DYNAMIC) != 0); - transp = tface->transp; + transp = tface->transp &~ TF_CLIP; tile = tface->tile; mode = tface->mode; |