materialsystem/shaderapidx9/shaderapidx8.cpp
bool CShaderAPIDx8::IsTranslucent( StateSnapshot_t id ) const
{
	LOCK_SHADERAPI();
	const ShadowState_t& snapshot = m_TransitionTable.GetSnapshot(id);
	return snapshot.m_AlphaBlendState.m_AlphaBlendEnable && !snapshot.m_AlphaBlendState.m_AlphaBlendEnabledForceOpaque;
}
//-----------------------------------------------------------------------------
// Returns true if the state snapshot is translucent
//-----------------------------------------------------------------------------
Returns true if the state snapshot is translucent
Returns true if the state snapshot is translucent
bool CShaderAPIDx8::IsTranslucent( StateSnapshot_t id ) const
{
	LOCK_SHADERAPI();
	const ShadowState_t& snapshot = m_TransitionTable.GetSnapshot(id);
	return snapshot.m_AlphaBlendState.m_AlphaBlendEnable && !snapshot.m_AlphaBlendState.m_AlphaBlendEnabledForceOpaque;
}
bool CShaderAPIDx8 :: IsTranslucent ( StateSnapshot_t id ) const { LOCK_SHADERAPI ( ) ; const ShadowState_t & snapshot = m_TransitionTable . GetSnapshot ( id ) ; return snapshot . m_AlphaBlendState . m_AlphaBlendEnable && ! snapshot . m_AlphaBlendState . m_AlphaBlendEnabledForceOpaque ; }
Returns true if the state snapshot is translucent
Returns true if the state snapshot is translucent