Fix T38766: blender material transparency setting not taken into account for viewport.

This commit is contained in:
Brecht Van Lommel 2014-02-24 15:43:26 +01:00
parent a3f4736a4d
commit 7ef1ed15f1
2 changed files with 2 additions and 2 deletions

@ -1485,7 +1485,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
/* fixed function opengl materials */
gpu_material_to_fixed(&GMS.matbuf[a], ma, gamma, ob, new_shading_nodes);
if (GMS.use_alpha_pass) {
if (GMS.use_alpha_pass && (ma->mode & MA_TRANSP)) {
GMS.matbuf[a].diff[3]= ma->alpha;
alphablend = (ma->alpha == 1.0f)? GPU_BLEND_SOLID: GPU_BLEND_ALPHA;
}

@ -1750,7 +1750,7 @@ void RNA_def_material(BlenderRNA *brna)
prop = RNA_def_property(srna, "use_transparency", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mode", MA_TRANSP);
RNA_def_property_ui_text(prop, "Transparency", "Render material as transparent");
RNA_def_property_update(prop, 0, "rna_Material_update");
RNA_def_property_update(prop, 0, "rna_Material_draw_update");
prop = RNA_def_property(srna, "transparency_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "mode");