forked from bartvdbraak/blender
bugfix, clip alpha wasn't working in the GE, not happy with these functions, they probably need bigger changes not to assume all alpha requires face sorting with a disabled depth buffer,
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c76bce9e64
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@ -542,7 +542,7 @@ BL_Material* ConvertMaterial(
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material->amb = mat->amb;
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// set alpha testing without z-sorting
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if( ( validface && (!tface->transp)) && mat->mode & MA_ZTRA) {
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if( ( validface && (!(tface->transp &~ TF_CLIP))) && mat->mode & MA_ZTRA) {
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// sets the RAS_IPolyMaterial::m_flag |RAS_FORCEALPHA
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// this is so we don't have the overhead of the z-sorting code
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material->ras_mode|=ALPHA_TEST;
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@ -598,7 +598,7 @@ BL_Material* ConvertMaterial(
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material->ras_mode |= ( (tface->mode & TF_DYNAMIC)!= 0 )?COLLIDER:0;
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material->transp = tface->transp;
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if(tface->transp)
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if(tface->transp&~TF_CLIP)
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material->ras_mode |= TRANSP;
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material->tile = tface->tile;
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@ -947,7 +947,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
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// Use texface colors if available
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//TF_DYNAMIC means the polygon is a collision face
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collider = ((tface->mode & TF_DYNAMIC) != 0);
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transp = tface->transp;
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transp = tface->transp &~ TF_CLIP;
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tile = tface->tile;
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mode = tface->mode;
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@ -493,7 +493,7 @@ bool KX_BlenderMaterial::setDefaultBlending()
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glDisable(GL_BLEND);
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glEnable ( GL_ALPHA_TEST );
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glAlphaFunc(GL_GREATER, 0.5f);
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return true;
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return false;
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}
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return false;
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}
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