* Better way for Alpha Transparency

This commit is contained in:
shlainn 2011-10-28 01:12:29 +02:00
parent d58622352b
commit efdf734ba4

View File

@ -536,9 +536,11 @@ for(u32 i=0; i < currentView.nSub;i++)//
MeshBuffer->getMaterial().BackfaceCulling=(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].flags & 0x04)?false:true; MeshBuffer->getMaterial().BackfaceCulling=(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].flags & 0x04)?false:true;
switch(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].blending) switch(M2MRenderFlags[M2MTextureUnit[j].renderFlagsIndex].blending)
{ {
case 1://This case 1:
case 2://be MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF ;
case 4://HACK break;
case 2:
case 4:
MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL; MeshBuffer->getMaterial().MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL;
DEBUG(logdebug("Alpha Channel Transparency on")); DEBUG(logdebug("Alpha Channel Transparency on"));
break; break;