diff --git a/data/models/materials.xml b/data/models/materials.xml
index ef23c4c63..980486290 100644
--- a/data/models/materials.xml
+++ b/data/models/materials.xml
@@ -11,6 +11,10 @@
+
+
+
+
diff --git a/src/graphics/material.cpp b/src/graphics/material.cpp
index 626878af3..9ab6ddebe 100644
--- a/src/graphics/material.cpp
+++ b/src/graphics/material.cpp
@@ -645,6 +645,16 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
}
+ if (!m_lighting && irr_driver->isGLSL())
+ {
+ // we abuse alpha blender a little here : in the shader-based pipeline,
+ // transparent objects are rendered after lighting has been applied.
+ // Therefore, pretending the object is transparent will have the effect
+ // of making it unaffected by lights
+ m_alpha_blending = true;
+ m_disable_z_write = false;
+ }
+
int modes = 0;
if (m_alpha_testing)