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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-23 21:25:25 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-23 21:25:25 +0400
commit2345efc6c5612da7f2a627ceb6bf0b7a828a676b (patch)
tree982c56ec2aa0a6d4cc8ea91776b653b0c3493dc4 /intern
parent28fb329419b4e636bb9540ba090de8e2c28d582f (diff)
Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/blender/blender_mesh.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 56e8561d64b..2bc79224e08 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -144,7 +144,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
}
}
- /* create uv layer attributes */
+ /* create uv map attributes */
{
BL::Mesh::uv_textures_iterator l;