From 631f49d1280c4f87a93ff0da67f62d691a6abc64 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Tue, 12 Feb 2013 01:52:55 +0000 Subject: fix for own regression [#34096] ocean sim vertex color bug Caused by my assumption that alpha wasn't used for vertex colors. Infact it is used by blender-internal rendering, but typically only for blending strand particles. Updated comments to note this. --- source/blender/makesdna/DNA_meshdata_types.h | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'source/blender/makesdna/DNA_meshdata_types.h') diff --git a/source/blender/makesdna/DNA_meshdata_types.h b/source/blender/makesdna/DNA_meshdata_types.h index ffa5e420fca..a189219b211 100644 --- a/source/blender/makesdna/DNA_meshdata_types.h +++ b/source/blender/makesdna/DNA_meshdata_types.h @@ -118,9 +118,14 @@ typedef struct MLoopUV { #define MLOOPUV_VERTSEL 2 #define MLOOPUV_PINNED 4 -/* at the moment alpha is abused for vertex painting - * and not used for transparency, - * note that red and blue are _not_ swapped, as they are with #MCol */ +/** + * at the moment alpha is abused for vertex painting, + * otherwise it should _always_ be initialized to 255 + * Mostly its not used for transparency... + * (except for blender-internal rendering, see [#34096]). + * + * \note red and blue are _not_ swapped, as they are with #MCol + */ typedef struct MLoopCol { char r, g, b, a; } MLoopCol; -- cgit v1.2.3