Revision: 40803
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40803
Author:   blendix
Date:     2011-10-05 15:28:02 +0000 (Wed, 05 Oct 2011)
Log Message:
-----------
Fix #28766: object properties > display > transparency no longer worked in solid
draw mode, after texface changes.

Modified Paths:
--------------
    trunk/blender/source/blender/gpu/intern/gpu_draw.c

Modified: trunk/blender/source/blender/gpu/intern/gpu_draw.c
===================================================================
--- trunk/blender/source/blender/gpu/intern/gpu_draw.c  2011-10-05 15:02:00 UTC 
(rev 40802)
+++ trunk/blender/source/blender/gpu/intern/gpu_draw.c  2011-10-05 15:28:02 UTC 
(rev 40803)
@@ -1136,6 +1136,9 @@
                GMS.lastretval = !GMS.lastretval;
 
        if(GMS.lastretval) {
+               /* for alpha pass, use alpha blend */
+               alphablend = (GMS.alphapass)? GPU_BLEND_ALPHA: GPU_BLEND_SOLID;
+
                if(gattribs && GMS.gmatbuf[nr]) {
                        /* bind glsl material and get attributes */
                        Material *mat = GMS.gmatbuf[nr];
@@ -1145,8 +1148,12 @@
                        GPU_material_bind(gpumat, GMS.gob->lay, GMS.glay, 1.0, 
!(GMS.gob->mode & OB_MODE_TEXTURE_PAINT));
                        GPU_material_bind_uniforms(gpumat, GMS.gob->obmat, 
GMS.gviewmat, GMS.gviewinv, GMS.gob->col);
                        GMS.gboundmat= mat;
-                       alphablend= mat->game.alpha_blend;
 
+                       /* for glsl use alpha blend mode, unless it's set to 
solid and
+                          we are already drawing in an alpha pass */
+                       if(mat->game.alpha_blend != GPU_BLEND_SOLID)
+                               alphablend= mat->game.alpha_blend;
+
                        if(GMS.alphapass) glDepthMask(1);
                }
                else {
@@ -1154,11 +1161,9 @@
                        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, 
GMS.matbuf[nr].diff);
                        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, 
GMS.matbuf[nr].spec);
                        glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 
GMS.matbuf[nr].hard);
-                       alphablend= GPU_BLEND_SOLID;
                }
 
                /* set (alpha) blending mode */
-               if(!GMS.alphapass) alphablend= GPU_BLEND_SOLID;
                GPU_set_material_alpha_blend(alphablend);
        }
 

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