diff options
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 6 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 2 |
2 files changed, 4 insertions, 4 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; diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 5efe1ad26ca..cc978760da7 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -493,7 +493,7 @@ bool KX_BlenderMaterial::setDefaultBlending() glDisable(GL_BLEND); glEnable ( GL_ALPHA_TEST ); glAlphaFunc(GL_GREATER, 0.5f); - return true; + return false; } return false; } |