Very old bug: Material/Render: the "filter" option for transparent
absorption also works for alpha==0, but in that case another part
of render code just didn't add the faces in render list.
This commit is contained in:
Ton Roosendaal 2010-11-16 17:10:39 +00:00
parent c658141fad
commit fe2df7849e

@ -3308,7 +3308,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
/* test for 100% transparant */
ok= 1;
if(ma->alpha==0.0 && ma->spectra==0.0) {
if(ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f) {
ok= 0;
/* texture on transparency? */
for(a=0; a<MAX_MTEX; a++) {