Diffuse texture transparency takes priority.

If the diffuse texture is opaque, it doesn't matter if a couple of
vertexes are semi-transparent.
This commit is contained in:
Pär Winzell 2017-11-05 23:09:59 -08:00
parent 7ecc6e5743
commit 60f18ae635
1 changed files with 7 additions and 6 deletions

View File

@ -629,12 +629,7 @@ static bool TriangleTexturePolarity(const Vec2f &uv0, const Vec2f &uv1, const Ve
static RawMaterialType
GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX], const bool vertexTransparency, const bool skinned)
{
// if there is vertex transparency, definitely transparent
if (vertexTransparency) {
return skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT;
}
// Determine material type based on texture occlusion.
// If diffusely texture, determine material type based on texture occlusion.
if (textures[RAW_TEXTURE_USAGE_DIFFUSE] >= 0) {
switch (raw.GetTexture(textures[RAW_TEXTURE_USAGE_DIFFUSE]).occlusion) {
case RAW_TEXTURE_OCCLUSION_OPAQUE:
@ -644,6 +639,12 @@ GetMaterialType(const RawModel &raw, const int textures[RAW_TEXTURE_USAGE_MAX],
}
}
// else if there is any vertex transparency, treat whole mesh as transparent
if (vertexTransparency) {
return skinned ? RAW_MATERIAL_TYPE_SKINNED_TRANSPARENT : RAW_MATERIAL_TYPE_TRANSPARENT;
}
// Default to simply opaque.
return skinned ? RAW_MATERIAL_TYPE_SKINNED_OPAQUE : RAW_MATERIAL_TYPE_OPAQUE;
}