Reenable transparents.

This commit is contained in:
vlj 2014-07-17 01:07:59 +02:00
parent 6e4cca81d1
commit 366439bdd0

View File

@ -274,16 +274,16 @@ void IrrDriver::renderTransparent()
if (World::getWorld() && World::getWorld()->isFogEnabled()) if (World::getWorld() && World::getWorld()->isFogEnabled())
{ {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD, 8, 7, 6, 5, 4, 3, 2, 1>({ MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex }, ListBlendTransparentFog::Arguments); renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD, 8, 7, 6, 5, 4, 3, 2, 1>({ { MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex, true } }, ListBlendTransparentFog::Arguments);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
// renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD, 8, 7, 6, 5, 4, 3, 2, 1>({ MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex }, ListAdditiveTransparentFog::Arguments); renderMeshes2ndPass<MeshShader::TransparentFogShader, video::EVT_STANDARD, 8, 7, 6, 5, 4, 3, 2, 1>({ { MeshShader::TransparentFogShader::getInstance<MeshShader::TransparentFogShader>()->TU_tex, true } }, ListAdditiveTransparentFog::Arguments);
} }
else else
{ {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD, 2, 1>({ MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex }, ListBlendTransparent::Arguments); renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD, 2, 1>({ { MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex, true } }, ListBlendTransparent::Arguments);
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
// renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD, 2, 1>({ MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex }, ListAdditiveTransparent::Arguments); renderMeshes2ndPass<MeshShader::TransparentShader, video::EVT_STANDARD, 2, 1>({ { MeshShader::TransparentShader::getInstance<MeshShader::TransparentShader>()->TU_tex, true } }, ListAdditiveTransparent::Arguments);
} }
if (!UserConfigParams::m_dynamic_lights) if (!UserConfigParams::m_dynamic_lights)