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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
commit3da40611d914e6177dd25e41baf5a6c5c4fe7154 (patch)
tree2fd760ad011c451a1a112389d22b4ae0bb882aa0 /source/gameengine
parent41dc419dcba1faf02dcb516e9afc523eb90eaa6a (diff)
2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle + enum for z/ray transparency (following mockup made by William). Also had to change DNA flags for this. * Disabled radiosity a bit more in render engine, it still had some effects like auto autosmooth. * Make some sliders in material buttons percentages in RNA. * Some other small tweaks in layout and naming.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 2c7df80a3fc..7572453fdab 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -623,7 +623,7 @@ bool ConvertMaterial(
}
// with ztransp enabled, enforce alpha blending mode
- if(validmat && (mat->mode & MA_ZTRA) && (material->transp == TF_SOLID))
+ if(validmat && (mat->mode & MA_TRANSP) && (mat->mode & MA_ZTRANSP) && (material->transp == TF_SOLID))
material->transp = TF_ALPHA;
// always zsort alpha + add