opacity bugfix

This commit is contained in:
milek7
2018-07-17 17:45:06 +02:00
parent a29379ed8b
commit 61bbfe667b
10 changed files with 101 additions and 58 deletions

View File

@@ -340,7 +340,7 @@ shape_node::convert( TSubModel const *Submodel ) {
m_data.lighting.diffuse = Submodel->f4Diffuse;
m_data.lighting.specular = Submodel->f4Specular;
m_data.material = Submodel->m_material;
m_data.translucent = ( GfxRenderer.Material( m_data.material ).opacity == 0.0f );
m_data.translucent = ( GfxRenderer.Material( m_data.material ).get_or_guess_opacity() == 0.0f );
// NOTE: we set unlimited view range typical for terrain, because we don't expect to convert any other 3d models
m_data.rangesquared_max = std::numeric_limits<double>::max();