Commit: a3f4736a4d34d9a85ee32a43d2425c7b916a20ec
Author: Brecht Van Lommel
Date: Mon Feb 24 15:35:26 2014 +0100
https://developer.blender.org/rBa3f4736a4d34d9a85ee32a43d2425c7b916a20ec
Fix T38766: cycles viewport incorrectly taking blender internal alpha into
account.
===================================================================
M source/blender/gpu/intern/gpu_draw.c
===================================================================
diff --git a/source/blender/gpu/intern/gpu_draw.c
b/source/blender/gpu/intern/gpu_draw.c
index 7de0bf9..b9de672 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1423,7 +1423,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D
*rv3d, Scene *scene, O
* and only transparent in the second 'alpha' pass.
* - object transparency off: for glsl we draw both in a single pass,
and
* for solid we don't use transparency at all. */
- GMS.use_alpha_pass = (do_alpha_after != NULL);
+ GMS.use_alpha_pass = (do_alpha_after != NULL) && !new_shading_nodes;
GMS.is_alpha_pass = (v3d->transp != FALSE);
if (GMS.use_alpha_pass)
*do_alpha_after = false;
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