Fix T43585 XRay + transparency broken

We need to turn off restore depth mask in transparency.
This commit is contained in:
Antony Riakiotakis 2015-02-13 14:38:26 +01:00
parent ef2f31028e
commit ab77466105

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