diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-15 23:35:03 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2009-08-15 23:35:03 +0400 |
commit | 3da40611d914e6177dd25e41baf5a6c5c4fe7154 (patch) | |
tree | 2fd760ad011c451a1a112389d22b4ae0bb882aa0 /source/gameengine | |
parent | 41dc419dcba1faf02dcb516e9afc523eb90eaa6a (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.cpp | 2 |
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 |