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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-02-24 18:35:26 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-02-24 18:35:26 +0400 |
commit | a3f4736a4d34d9a85ee32a43d2425c7b916a20ec (patch) | |
tree | 5398b4de328275010a20a50fd9def73e0a556680 /source | |
parent | b8260322001819eaee402d8546a5228f0849f421 (diff) |
Fix T38766: cycles viewport incorrectly taking blender internal alpha into account.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 7de0bf9e504..b9de6721f91 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -1423,7 +1423,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O * and only transparent in the second 'alpha' pass. * - object transparency off: for glsl we draw both in a single pass, and * for solid we don't use transparency at all. */ - GMS.use_alpha_pass = (do_alpha_after != NULL); + GMS.use_alpha_pass = (do_alpha_after != NULL) && !new_shading_nodes; GMS.is_alpha_pass = (v3d->transp != FALSE); if (GMS.use_alpha_pass) *do_alpha_after = false; |