[Bf-blender-cvs] [1bede86] master: Fix T44880: transparency filter is only valid with raytransp, not ztransp.
Bastien Montagne
noreply at git.blender.org
Fri May 29 12:28:19 CEST 2015
Commit: 1bede8644a762279119adafb6e1b5e03884601e6
Author: Bastien Montagne
Date: Fri May 29 12:26:58 2015 +0200
Branches: master
https://developer.blender.org/rB1bede8644a762279119adafb6e1b5e03884601e6
Fix T44880: transparency filter is only valid with raytransp, not ztransp.
===================================================================
M source/blender/render/intern/source/convertblender.c
M source/blender/render/intern/source/rayshade.c
===================================================================
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 0602887..1da1a81 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -3279,12 +3279,13 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
for (a1=0; (a1<ob->totcol || (a1==0 && ob->totcol==0)); a1++) {
ma= give_render_material(re, ob, a1+1);
-
+
/* test for 100% transparent */
ok = 1;
if ((ma->alpha == 0.0f) &&
(ma->spectra == 0.0f) &&
- (ma->filter == 0.0f) &&
+ /* No need to test filter here, it's only active with MA_RAYTRANSP and we check against it below. */
+ /* (ma->filter == 0.0f) && */
(ma->mode & MA_TRANSP) &&
(ma->mode & (MA_RAYTRANSP | MA_RAYMIRROR)) == 0)
{
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 88960b7..2b1d5b8 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -795,7 +795,7 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, con
traceray(origshi, origshr, depth-1, shi.co, shi.view, tracol, shi.obi, shi.vlr, 0);
f= shr.alpha; f1= 1.0f-f;
- nf= d * shi.mat->filter;
+ nf= (shi.mat->mode & MA_RAYTRANSP) ? d * shi.mat->filter : 0.0f;
fr= 1.0f+ nf*(shi.r-1.0f);
fg= 1.0f+ nf*(shi.g-1.0f);
fb= 1.0f+ nf*(shi.b-1.0f);
@@ -1629,9 +1629,9 @@ static void ray_trace_shadow_tra(Isect *is, ShadeInput *origshi, int depth, int
shade_ray(is, &shi, &shr);
if (shi.mat->material_type == MA_TYPE_SURFACE) {
- const float d= (traflag & RAY_TRA) ?
- shade_by_transmission(is, &shi, &shr) :
- 1.0f;
+ const float d = (shi.mat->mode & MA_RAYTRANSP) ?
+ ((traflag & RAY_TRA) ? shade_by_transmission(is, &shi, &shr) : 1.0f) :
+ 0.0f;
/* mix colors based on shadfac (rgb + amount of light factor) */
addAlphaLight(col, shr.diff, shr.alpha, d*shi.mat->filter);
}
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