NamedStatus |= OPENGL_NS_2NDPASSNEED;
}
- if (myUseTransparency && aProps->trans != 1.0f)
+ if (aProps->trans != 1.0f)
{
// render transparent
myMatTmp.Diffuse.a() = aProps->trans;
? TelCullNone
: (TelCullMode )AspectFace_set->CullingMode();
if (aCullingMode != TelCullNone
- && myUseTransparency && !(NamedStatus & OPENGL_NS_2NDPASSDO))
+ && !(NamedStatus & OPENGL_NS_2NDPASSDO))
{
// disable culling in case of translucent shading aspect
if (AspectFace_set->IntFront().trans != 1.0f)