forked from bartvdbraak/blender
Fix T43585 XRay + transparency broken
We need to turn off restore depth mask in transparency.
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@ -1919,7 +1919,7 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
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{
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View3DAfter *v3da, *next;
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glDepthMask(0);
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glDepthMask(GL_FALSE);
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v3d->transp = true;
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for (v3da = v3d->afterdraw_transp.first; v3da; v3da = next) {
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@ -1930,17 +1930,19 @@ static void view3d_draw_transp(Scene *scene, ARegion *ar, View3D *v3d)
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}
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v3d->transp = false;
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glDepthMask(1);
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glDepthMask(GL_TRUE);
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}
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/* clears zbuffer and draws it over */
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static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, const bool clear)
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static void view3d_draw_xray(Scene *scene, ARegion *ar, View3D *v3d, bool *clear)
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{
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View3DAfter *v3da, *next;
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if (clear && v3d->zbuf)
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if (*clear && v3d->zbuf) {
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glClear(GL_DEPTH_BUFFER_BIT);
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*clear = false;
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}
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v3d->xray = true;
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for (v3da = v3d->afterdraw_xray.first; v3da; v3da = next) {
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@ -1964,6 +1966,8 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const
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v3d->xray = true;
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v3d->transp = true;
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glDepthMask(GL_FALSE);
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for (v3da = v3d->afterdraw_xraytransp.first; v3da; v3da = next) {
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next = v3da->next;
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draw_object(scene, ar, v3d, v3da->base, v3da->dflag);
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@ -1974,6 +1978,7 @@ static void view3d_draw_xraytransp(Scene *scene, ARegion *ar, View3D *v3d, const
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v3d->transp = false;
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v3d->xray = false;
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glDepthMask(GL_TRUE);
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}
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/* *********************** */
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@ -2669,6 +2674,7 @@ static void view3d_draw_objects(
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const bool do_camera_frame = !draw_offscreen;
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const bool draw_floor = (rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO);
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const bool draw_grids = !draw_offscreen && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0;
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bool xrayclear = true;
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if (!draw_offscreen) {
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ED_region_draw_cb_draw(C, ar, REGION_DRAW_PRE_VIEW);
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@ -2797,16 +2803,16 @@ static void view3d_draw_objects(
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if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
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}
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/* transp and X-ray afterdraw stuff */
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if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
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if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, true);
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if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, true);
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/* perspective floor goes last to use scene depth and avoid writing to depth buffer */
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if (draw_grids && draw_floor) {
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drawfloor(scene, v3d, grid_unit);
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}
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/* transp and X-ray afterdraw stuff */
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if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
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if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, &xrayclear);
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if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, xrayclear);
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if (!draw_offscreen) {
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ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
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}
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