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authorTon Roosendaal <ton@blender.org>2010-12-04 14:34:26 +0300
committerTon Roosendaal <ton@blender.org>2010-12-04 14:34:26 +0300
commit471d304df1492e95c611b2d5666d7befeac27272 (patch)
treeec98b2b8ca6377eeb840df3d30d22857a41e79b5 /release
parent47ca7a5f393036e774581b7ac709bd1e4b538ca5 (diff)
Bugfix #25033
Texture face options like "two side" were invisible, unless the top bar "render engine" was set to Game Engine. This is confusing, since 3d window does draw these options well. Added back panel to show default, but with a label warning that the options are not supported for render.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/ui/properties_data_mesh.py7
1 files changed, 5 insertions, 2 deletions
diff --git a/release/scripts/ui/properties_data_mesh.py b/release/scripts/ui/properties_data_mesh.py
index ebe34d1fe11..c26a36d8ef5 100644
--- a/release/scripts/ui/properties_data_mesh.py
+++ b/release/scripts/ui/properties_data_mesh.py
@@ -286,7 +286,7 @@ class DATA_PT_texface(MeshButtonsPanel, bpy.types.Panel):
ob = context.active_object
rd = context.scene.render
- return (context.mode == 'EDIT_MESH') and (rd.engine == 'BLENDER_GAME') and ob and ob.type == 'MESH'
+ return (context.mode == 'EDIT_MESH') and ob and ob.type == 'MESH'
def draw(self, context):
layout = self.layout
@@ -297,9 +297,12 @@ class DATA_PT_texface(MeshButtonsPanel, bpy.types.Panel):
tf = me.faces.active_tface
if tf:
+ if context.scene.render.engine != 'BLENDER_GAME':
+ col.label(text="Options only supported in Game Engine")
+
split = layout.split()
col = split.column()
-
+
col.prop(tf, "use_image")
col.prop(tf, "use_light")
col.prop(tf, "hide")