Bugfix to filter strands with solid correctly.
[blender.git] / source / blender / render / intern / source / rendercore.c
index be96fe8f7945d2a7a572aef0d04e48d5897cc1f3..50f3142f95afd557c8e0237ceec6737ebf4f3d67 100644 (file)
@@ -631,7 +631,7 @@ static void freeps(ListBase *lb)
        lb->first= lb->last= NULL;
 }
 
-static void addps(ListBase *lb, long *rd, int obi, int facenr, int z, unsigned short mask)
+void addps(ListBase *lb, long *rd, int obi, int facenr, int z, unsigned short mask)
 {
        PixStrMain *psm;
        PixStr *ps, *last= NULL;
@@ -925,7 +925,7 @@ void zbufshadeDA_tile(RenderPart *pa)
                                
                                /* swap for live updates, and it is used in zbuf.c!!! */
                                SWAP(float *, rl->acolrect, rl->rectf);
-                               ztramask= zbuffer_transp_shade(pa, rl, rl->rectf);
+                               ztramask= zbuffer_transp_shade(pa, rl, rl->rectf, &psmlist);
                                SWAP(float *, rl->acolrect, rl->rectf);
                                
                                /* zbuffer transp only returns ztramask if there's solid rendered */
@@ -1147,7 +1147,7 @@ void zbufshade_tile(RenderPart *pa)
                                
                                /* swap for live updates */
                                SWAP(float *, rl->acolrect, rl->rectf);
-                               zbuffer_transp_shade(pa, rl, rl->rectf);
+                               zbuffer_transp_shade(pa, rl, rl->rectf, NULL);
                                SWAP(float *, rl->acolrect, rl->rectf);
                                
                                fcol= rl->rectf; acol= rl->acolrect;