diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2011-11-25 16:55:42 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2011-11-25 16:55:42 +0400 |
commit | 951c1798ab54b32d3be204a0ae48144dc116f536 (patch) | |
tree | 5dafd0e3b7b1b95abc5d75d3a91bcc260d1bbddc /source | |
parent | 3a2cb0e3a8da253ed6ccf9b1c460360ba0244824 (diff) |
Do not use transparent rendering in 3d viewport for objects which are in edit mode
Transparent rendering can't be implemented in way it gives accurate shading in
3d viewport. It's acceptable for object mode, but when you're in edit mode
it gives more problems than benefits of seeing transparent faces.
This is possible fix for for weird polygons in [#29255] Object invisible and weird polygons appearance
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/editors/space_view3d/drawobject.c | 8 |
1 files changed, 2 insertions, 6 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c index d3dd69bc332..7b535309312 100644 --- a/source/blender/editors/space_view3d/drawobject.c +++ b/source/blender/editors/space_view3d/drawobject.c @@ -3264,15 +3264,11 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D if(dt>OB_WIRE) { glsl = draw_glsl_material(scene, ob, v3d, dt); - check_alpha = check_material_alpha(base, glsl); - GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, - (check_alpha)? &do_alpha_pass: NULL); + GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL); } - // transp in editmode makes the fancy draw over go bad - if (!do_alpha_pass) - draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt); + draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt); GPU_end_object_materials(); |