Fix T38766: cycles viewport incorrectly taking blender internal alpha into account.

This commit is contained in:
Brecht Van Lommel 2014-02-24 15:35:26 +01:00
parent b826032200
commit a3f4736a4d
Notes: blender-bot 2024-05-02 21:33:31 +02:00
Referenced by issue #38766, Material transparency problems in solid viewport
1 changed files with 1 additions and 1 deletions

View File

@ -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;