Bugfix to filter strands with solid correctly.
[blender.git] / source / blender / render / intern / source / zbuf.c
index 3dcefbfdca0ce996567ea7f9066d7476e79b55b3..a8b6dfec667d5fb1abeef16a4dba114ec05d5cb2 100644 (file)
@@ -3693,7 +3693,7 @@ void reset_sky_speedvectors(RenderPart *pa, RenderLayer *rl, float *rectf)
 
 /* main render call to fill in pass the full transparent layer */
 /* returns a mask, only if a) transp rendered and b) solid was rendered */
-unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pass)
+unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pass, ListBase *psmlist)
 {
        RenderResult *rr= pa->result;
        ShadeSample ssamp;
@@ -3859,6 +3859,9 @@ unsigned short *zbuffer_transp_shade(RenderPart *pa, RenderLayer *rl, float *pas
                                                                *sp |= zrow[totface].mask;
                                                        if(filled==0)
                                                                break;
+
+                                                       if(R.totstrand)
+                                                               addps(psmlist, pa->rectdaps+od, zrow[totface].obi, zrow[totface].p, zrow[totface].z, zrow[totface].mask);
                                                }
                                        }