Hidden faces were not rendering displayed in the game engine, only the invisible face flag should be used for this.

Hiding faces is a editing option like selection and should not change rendering, it wasn't even working right because meshes without UVs ignored it.
I thought this was needed for compatibility with old files but just noticed this messes up 2 of the files in demos-2.42.zip
This commit is contained in:
Campbell Barton 2009-04-19 06:29:15 +00:00
parent e4611218ab
commit d2ec468cd3

@ -602,10 +602,7 @@ BL_Material* ConvertMaterial(
if( validface ) {
material->ras_mode |= !(
(mface->flag & ME_HIDE) ||
(tface->mode & TF_INVISIBLE)
)?POLY_VIS:0;
material->ras_mode |= (tface->mode & TF_INVISIBLE)?0:POLY_VIS;
material->transp = tface->transp;
material->tile = tface->tile;
@ -900,7 +897,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
tile = tface->tile;
mode = tface->mode;
visible = !((mface->flag & ME_HIDE)||(tface->mode & TF_INVISIBLE));
visible = !(tface->mode & TF_INVISIBLE);
twoside = ((tface->mode & TF_TWOSIDE)!=0);
uv0.setValue(tface->uv[0]);