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authorTon Roosendaal <ton@blender.org>2008-09-22 19:38:17 +0400
committerTon Roosendaal <ton@blender.org>2008-09-22 19:38:17 +0400
commit627c6178f99a125bf63e153340168d20facb946a (patch)
tree3bbc56b1e503cfdae1ef75e9e30b9fd45cc928c6
parente4def00d5bc8c4b2947f74d2b5c3308ae07a4eee (diff)
Realy time for 2.5!
Takes half an hour to find a nice empty spot for a button! Another attempt to locate new shadow color swatch. Now back in shadow panel, bottom.
-rw-r--r--source/blender/src/buttons_shading.c24
1 files changed, 14 insertions, 10 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index c70c2ed0b39..2fdd1ba2f50 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -2766,6 +2766,17 @@ static void lamp_panel_spot(Object *ob, Lamp *la)
}
else uiDefBut(block, LABEL,0," ", 100,180,200,19,NULL, 0, 0, 0, 0, "");
+ if(ELEM4(la->type, LA_AREA, LA_SPOT, LA_SUN, LA_LOCAL) && ((la->mode & LA_SHAD_RAY)||(la->mode & LA_SHAD_BUF))) {
+ short yval= 10;
+ if(la->type == LA_SPOT && (la->mode & LA_SHAD_BUF))
+ yval= -15;
+ if(la->type != LA_SPOT)
+ uiDefBut(block, LABEL, 0, "Shadow", 10,30,90,19,NULL, 0, 0, 0, 0, "");
+
+ uiBlockBeginAlign(block);
+ uiDefButF(block, COL, 0, "", 10,yval,90,19,&la->shdwr, 0, 0, 0, B_COLLAMP, "Sets the shadow color; default is black (RGB 0,0,0)");
+ }
+
}
/* yafray: adaptation of lamp_panel_spot above with yafray specific parameters */
@@ -2981,25 +2992,18 @@ static void lamp_panel_lamp(Object *ob, Lamp *la)
uiBlockEndAlign(block);
uiDefButF(block, COL, B_LAMPPRV, "", 120,52,180,24, &la->r, 0, 0, 0, B_COLLAMP, "");
+ uiBlockEndAlign(block);
- uiBlockBeginAlign(block);
if (ELEM(la->type, LA_LOCAL, LA_SPOT) && (la->falloff_type == LA_FALLOFF_SLIDERS)) {
+ uiBlockBeginAlign(block);
uiDefButF(block, NUMSLI,B_LAMPPRV,"Linear ", 120,30,180,19,&la->att1, 0.0, 1.0, 0, 0, "Set the linear distance attenuation for a Lin/Quad Weighted lamp");
uiDefButF(block, NUMSLI,B_LAMPPRV,"Quad ", 120,10,180,19,&la->att2, 0.0, 1.0, 0, 0, "Set the quadratic distance attenuation for a Lin/Quad Weighted lamp");
}
else if(la->type==LA_AREA) {
if(la->k==0.0) la->k= 1.0;
- uiDefButF(block, NUM,B_LAMPPRV, "Gam. ", 10,95,100,19, &la->k, 0.001, 2.0, 100, 0, "Set the light gamma correction value");
+ uiDefButF(block, NUMSLI,B_LAMPPRV,"Gamma ", 120,10,180,19,&la->k, 0.001, 2.0, 100, 0, "Set the light gamma correction value");
}
- uiBlockEndAlign(block);
- if(ELEM4(la->type, LA_AREA, LA_SPOT, LA_SUN, LA_LOCAL) && ((la->mode & LA_SHAD_RAY)||(la->mode & LA_SHAD_BUF))) {
-
- uiDefBut(block, LABEL, 0, "Shadow Color", 120, 32, 180, 20, 0, 0.0, 0.0, 0, 0, "");
- uiBlockBeginAlign(block);
- uiDefButF(block, COL, 0, "Shadow ", 120,10,180,22,&la->shdwr, 0, 0, 0, B_COLLAMP, "Sets the shadow color; default is black (RGB 0,0,0)");
-
- }
}