From e5cc9abceb5047b934b3ae8c4aac521d7e82fc00 Mon Sep 17 00:00:00 2001 From: Kester Maddock Date: Wed, 26 May 2004 12:01:08 +0000 Subject: Fix Bug #1309 Disabling Actor leaves Ghost, Dynamic and Rigid Body etc enabled. Depth sorting for Transparent polygons. Use ZTransp in Material buttons to enable. This will cause an object's polygons to be sorted (back to front for alpha polygons, front to back for solid polygons.) --- source/gameengine/Rasterizer/RAS_IPolygonMaterial.h | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) (limited to 'source/gameengine/Rasterizer/RAS_IPolygonMaterial.h') diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index 7d10f23068b..93c6d829e85 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -55,7 +55,8 @@ protected: int m_tile; int m_tilexrep,m_tileyrep; int m_drawingmode; // tface->mode - int m_transparant; + bool m_transparant; + bool m_zsort; int m_lightlayer; bool m_bIsTriangle; @@ -84,7 +85,8 @@ public: int tilexrep, int tileyrep, int mode, - int transparant, + bool transparant, + bool zsort, int lightlayer, bool bIsTriangle, void* clientobject); @@ -108,11 +110,12 @@ public: bool Equals(const RAS_IPolyMaterial& lhs) const; bool Less(const RAS_IPolyMaterial& rhs) const; - int GetLightLayer(); - bool IsTransparant(); - bool UsesTriangles(); + int GetLightLayer() const; + bool IsTransparant() const; + bool IsZSort() const; + bool UsesTriangles() const; unsigned int hash() const; - int GetDrawingMode(); + int GetDrawingMode() const; const STR_String& GetMaterialName() const; const STR_String& GetTextureName() const; }; -- cgit v1.2.3