fix for own regression [#34096] ocean sim vertex color bug

Caused by my assumption that alpha wasn't used for vertex colors.

Infact it is used by blender-internal rendering, but typically only for blending strand particles.
Updated comments to note this.
This commit is contained in:
Campbell Barton
2013-02-12 01:52:55 +00:00
parent 5eec86c6b2
commit 631f49d128
2 changed files with 10 additions and 4 deletions

View File

@@ -118,9 +118,14 @@ typedef struct MLoopUV {
#define MLOOPUV_VERTSEL 2
#define MLOOPUV_PINNED 4
/* at the moment alpha is abused for vertex painting
* and not used for transparency,
* note that red and blue are _not_ swapped, as they are with #MCol */
/**
* at the moment alpha is abused for vertex painting,
* otherwise it should _always_ be initialized to 255
* Mostly its not used for transparency...
* (except for blender-internal rendering, see [#34096]).
*
* \note red and blue are _not_ swapped, as they are with #MCol
*/
typedef struct MLoopCol {
char r, g, b, a;
} MLoopCol;

View File

@@ -486,7 +486,8 @@ static DerivedMesh *doOcean(ModifierData *md, Object *ob,
mlcol = &mloopcols[mp->loopstart + j];
mlcol->r = mlcol->g = mlcol->b = (char)(foam * 255);
/* mc->a = 255; */ /* no need to set */
/* This needs to be set (render engine uses) */
mlcol->a = 255;
} while (j--);
}
}