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Use BlendFactor only when MaterialType != EMT_ONETEXTURE_BLEND

The way this was implemented BlendFactor and MaterialTypeParam could conflict otherwise as they both send the blend functions.

We could probably rewrite all places which use EMT_ONETEXTURE_BLEND+MaterialTypeParam to additionally check for BlendFactor, but it would still set the blend-functions twice. 
I'm not sure if BlendFactor works with 2D materials currently? (but we can't set those to shaders yet anyway except in the gles branch...).

I've also started documenting a few things about how I suppose it's working, I hope I got it all right.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6034 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2020-01-03 14:58:46 +00:00
parent 473ab1ea58
commit 0b71328102
7 changed files with 26 additions and 11 deletions

View File

@@ -2759,7 +2759,9 @@ bool CNullDriver::needsTransparentRenderPass(const irr::video::SMaterial& materi
// zwrite disabled and getWriteZBuffer calls this function.
video::IMaterialRenderer* rnd = getMaterialRenderer(material.MaterialType);
if (rnd && rnd->isTransparent())
// TODO: I suspect IMaterialRenderer::isTransparent also often could use SMaterial as parameter
// We could for example then get rid of IsTransparent function in SMaterial and move that to the software material renderer.
if (rnd && rnd->isTransparent())
return true;
return false;