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@@ -284,6 +284,13 @@ void RenderMeshExample::prepRenderImage( SceneRenderState *state )
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// Set our RenderInst as a standard mesh render
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ri->type = RenderPassManager::RIT_Mesh;
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+ //If our material has transparency set on this will redirect it to proper render bin
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+ if ( matInst->getMaterial()->isTranslucent() )
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+ {
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+ ri->type = RenderPassManager::RIT_Translucent;
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+ ri->translucentSort = true;
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+ }
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+
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// Calculate our sorting point
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if ( state )
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{
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