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.
This commit is contained in:
Ton Roosendaal 2004-12-03 10:16:29 +00:00
parent e6489f4a55
commit 81702927a8

@ -584,6 +584,9 @@ void init_render_material(Material *ma)
} }
if(needuv) ma->texco |= NEED_UV; if(needuv) ma->texco |= NEED_UV;
// optimize, render only checks for ray_mirror value */
if((ma->mode & MA_RAYMIRROR)==0) ma->ray_mirror= 0.0;
// since the raytracer doesnt recalc O structs for each ray, we have to preset them all // since the raytracer doesnt recalc O structs for each ray, we have to preset them all
if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) { if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM; ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;