[Bf-blender-cvs] [ab77466] master: Fix T43585 XRay + transparency broken
Antony Riakiotakis
noreply at git.blender.org
Fri Feb 13 14:38:53 CET 2015
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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