forked from bartvdbraak/blender
- fix for raytrace render; when you render ray_transp material, it didn't
recalculate the O.dxno and O.dyno for each pixel. This causes scanline errors (stripes) when in same scanline something else is called that calculates O.dxno/dyno...
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@ -580,7 +580,7 @@ void init_render_material(Material *ma)
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if(R.osa) ma->texco |= TEXCO_OSA;
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if(R.osa) ma->texco |= TEXCO_OSA;
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}
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}
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if(ma->mode & MA_RAYTRANSP) {
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if(ma->mode & MA_RAYTRANSP) {
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ma->texco |= NEED_UV;
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ma->texco |= NEED_UV|TEXCO_NORM;
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if(R.osa) ma->texco |= TEXCO_OSA;
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if(R.osa) ma->texco |= TEXCO_OSA;
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}
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}
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