Use track opacity for teardrops.
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@ -428,6 +428,8 @@ COLOR4D PCB_RENDER_SETTINGS::GetColor( const VIEW_ITEM* aItem, int aLayer ) cons
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color.a *= m_viaOpacity;
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color.a *= m_viaOpacity;
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else if( item->Type() == PCB_PAD_T )
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else if( item->Type() == PCB_PAD_T )
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color.a *= m_padOpacity;
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color.a *= m_padOpacity;
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else if( item->Type() == PCB_ZONE_T && static_cast<const ZONE*>( item )->IsTeardropArea() )
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color.a *= m_trackOpacity;
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else if( item->Type() == PCB_ZONE_T )
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else if( item->Type() == PCB_ZONE_T )
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color.a *= m_zoneOpacity;
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color.a *= m_zoneOpacity;
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else if( item->Type() == PCB_BITMAP_T )
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else if( item->Type() == PCB_BITMAP_T )
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