Commit: ab77466105ecd900dea69e9cf230c1a37fe1cc8c
Author: Antony Riakiotakis
Date:   Fri Feb 13 14:38:26 2015 +0100
Branches: master
https://developer.blender.org/rBab77466105ecd900dea69e9cf230c1a37fe1cc8c

Fix T43585 XRay + transparency broken

We need to turn off restore depth mask in transparency.

===================================================================

M       source/blender/editors/space_view3d/view3d_draw.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c 
b/source/blender/editors/space_view3d/view3d_draw.c
index 28ba87f..0f57a83 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -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);
        }

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