mRegenerateUniformMap(REGENERATE_UNIFORM_MAP),
mResendDataProviders(false),
mResendGeometry(false),
+ mUseBlend( false ),
mDepthIndex(0)
{
mUniformMapChanged[0]=false;
mRegenerateUniformMap--;
}
+ bool blend = !IsFullyOpaque( updateBufferIndex );
+ if( mUseBlend != blend )
+ {
+ mUseBlend = blend;
+ mResendDataProviders = true;
+ }
+
if( mResendDataProviders )
{
RenderDataProvider* dataProvider = NewRenderDataProvider();
dataProvider->mMaterialDataProvider = mMaterial;
dataProvider->mUniformMapDataProvider = this;
dataProvider->mShader = mMaterial->GetShader();
+ dataProvider->mUseBlend = mUseBlend;
Vector<Sampler*>& samplers = mMaterial->GetSamplers();
dataProvider->mSamplers.Reserve( samplers.Count() );