Fix T38766: cycles viewport incorrectly taking blender internal alpha into account.
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blender-bot
2024-05-02 21:33:31 +02:00
Referenced by issue #38766, Material transparency problems in solid viewport
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@ -1423,7 +1423,7 @@ void GPU_begin_object_materials(View3D *v3d, RegionView3D *rv3d, Scene *scene, O
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* and only transparent in the second 'alpha' pass.
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* - object transparency off: for glsl we draw both in a single pass, and
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* for solid we don't use transparency at all. */
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GMS.use_alpha_pass = (do_alpha_after != NULL);
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GMS.use_alpha_pass = (do_alpha_after != NULL) && !new_shading_nodes;
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GMS.is_alpha_pass = (v3d->transp != FALSE);
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if (GMS.use_alpha_pass)
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*do_alpha_after = false;
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