Don't draw faded translucent parts in the prepass.

This commit is contained in:
Leonardo Zide 2020-04-24 18:08:48 -07:00
parent 592c91df72
commit 47755fd4a0

View file

@ -348,6 +348,9 @@ void lcScene::DrawTranslucentMeshes(lcContext* Context, bool DrawLit, bool DrawF
if (ColorIndex == gDefaultColor) if (ColorIndex == gDefaultColor)
ColorIndex = RenderMesh.ColorIndex; ColorIndex = RenderMesh.ColorIndex;
if (DrawFadePrepass && !lcIsColorTranslucent(ColorIndex))
continue;
switch (RenderMesh.State) switch (RenderMesh.State)
{ {
case lcRenderMeshState::Default: case lcRenderMeshState::Default: