forked from bartvdbraak/blender
Bufix for #1940
With material slider "Ray Mir" set non zero, but with toggle "Ray Mirror" off, Blender accidentally entered a part of raytracing code, screwing up the alpha value of the result.
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@ -584,6 +584,9 @@ void init_render_material(Material *ma)
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}
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if(needuv) ma->texco |= NEED_UV;
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if(needuv) ma->texco |= NEED_UV;
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// optimize, render only checks for ray_mirror value */
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if((ma->mode & MA_RAYMIRROR)==0) ma->ray_mirror= 0.0;
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// since the raytracer doesnt recalc O structs for each ray, we have to preset them all
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// since the raytracer doesnt recalc O structs for each ray, we have to preset them all
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if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
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if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
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ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;
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ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;
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