forked from bartvdbraak/blender
Do not use transparent rendering in 3d viewport for objects which are in edit mode
Transparent rendering can't be implemented in way it gives accurate shading in 3d viewport. It's acceptable for object mode, but when you're in edit mode it gives more problems than benefits of seeing transparent faces. This is possible fix for for weird polygons in [#29255] Object invisible and weird polygons appearance
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@ -3264,15 +3264,11 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
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if(dt>OB_WIRE) {
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glsl = draw_glsl_material(scene, ob, v3d, dt);
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check_alpha = check_material_alpha(base, glsl);
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GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
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(check_alpha)? &do_alpha_pass: NULL);
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GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
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}
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// transp in editmode makes the fancy draw over go bad
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if (!do_alpha_pass)
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draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
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draw_em_fancy(scene, v3d, rv3d, ob, em, cageDM, finalDM, dt);
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GPU_end_object_materials();
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