Bugfix #28034
authorTon Roosendaal <ton@blender.org>
Thu, 21 Jul 2011 17:40:20 +0000 (17:40 +0000)
committerTon Roosendaal <ton@blender.org>
Thu, 21 Jul 2011 17:40:20 +0000 (17:40 +0000)
Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.

source/blender/render/intern/source/convertblender.c

index 583b792f24053941f897576c67c79463cfe4eea5..2a7fb468bfa5975f46464ae7ded0936d90f61813 100644 (file)
@@ -3375,7 +3375,7 @@ static void init_render_mesh(Render *re, ObjectRen *obr, int timeoffset)
                                
                                /* test for 100% transparant */
                                ok= 1;
-                               if(ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f && (ma->mode & MA_TRANSP)) { 
+                               if(ma->alpha==0.0f && ma->spectra==0.0f && ma->filter==0.0f && (ma->mode & MA_TRANSP) && (ma->mode & MA_RAYMIRROR)==0) { 
                                        ok= 0;
                                        /* texture on transparency? */
                                        for(a=0; a<MAX_MTEX; a++) {