back out previous change, fix error where translucent is used instead of translucentMesh

This commit is contained in:
Seth Alves 2015-06-08 22:41:59 -07:00
parent 983ae5b2f0
commit fb7a0e7219

View file

@ -2106,20 +2106,20 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
const MeshState& state = _meshStates.at(meshIndex);
// bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool hasTangents = !mesh.tangents.isEmpty();
bool hasSpecular = mesh.hasSpecularTexture();
bool hasLightmap = mesh.hasEmissiveTexture();
bool isSkinned = state.clusterMatrices.size() > 1;
bool wireframe = isWireframe();
// if (wireframe) {
// translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
// }
if (wireframe) {
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
}
Locations* locations = nullptr;
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
args, locations);
pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
args, locations);
updateVisibleJointStates();