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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2009-08-15 23:35:03 +0400
commit3da40611d914e6177dd25e41baf5a6c5c4fe7154 (patch)
tree2fd760ad011c451a1a112389d22b4ae0bb882aa0 /source/blender/blenkernel
parent41dc419dcba1faf02dcb516e9afc523eb90eaa6a (diff)
2.5: Material buttons
* Transparency is now it's own panel, with a boolean toggle + enum for z/ray transparency (following mockup made by William). Also had to change DNA flags for this. * Disabled radiosity a bit more in render engine, it still had some effects like auto autosmooth. * Make some sliders in material buttons percentages in RNA. * Some other small tweaks in layout and naming.
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/ipo.c2
-rw-r--r--source/blender/blenkernel/intern/material.c7
2 files changed, 3 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/ipo.c b/source/blender/blenkernel/intern/ipo.c
index a72f26f6157..2f0e0931588 100644
--- a/source/blender/blenkernel/intern/ipo.c
+++ b/source/blender/blenkernel/intern/ipo.c
@@ -160,7 +160,7 @@ static AdrBit2Path ma_mode_bits[]= {
// {MA_SHADOW, "shadow", 0},
// {MA_SHLESS, "shadeless", 0},
// ...
- {MA_RAYTRANSP, "raytrace_transparency.enabled", 0},
+ {MA_RAYTRANSP, "transparency", 0},
{MA_RAYMIRROR, "raytrace_mirror.enabled", 0},
// {MA_HALO, "type", MA_TYPE_HALO}
};
diff --git a/source/blender/blenkernel/intern/material.c b/source/blender/blenkernel/intern/material.c
index 08a19cada7d..50db2bfe706 100644
--- a/source/blender/blenkernel/intern/material.c
+++ b/source/blender/blenkernel/intern/material.c
@@ -170,7 +170,7 @@ void init_material(Material *ma)
ma->sss_front= 1.0f;
ma->sss_back= 1.0f;
- ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RADIO|MA_RAYBIAS|MA_TANGENT_STR;
+ ma->mode= MA_TRACEBLE|MA_SHADBUF|MA_SHADOW|MA_RAYBIAS|MA_TANGENT_STR;
ma->preview = NULL;
}
@@ -678,9 +678,6 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb)
if(needtang) ma->mode |= MA_NORMAP_TANG;
else ma->mode &= ~MA_NORMAP_TANG;
- if(r_mode & R_RADIO)
- if(ma->mode & MA_RADIO) needuv= 1;
-
if(ma->mode & (MA_VERTEXCOL|MA_VERTEXCOLP|MA_FACETEXTURE)) {
needuv= 1;
if(r_mode & R_OSA) ma->texco |= TEXCO_OSA; /* for texfaces */
@@ -689,7 +686,7 @@ static void do_init_render_material(Material *ma, int r_mode, float *amb)
/* since the raytracer doesnt recalc O structs for each ray, we have to preset them all */
if(r_mode & R_RAYTRACE) {
- if(ma->mode & (MA_RAYMIRROR|MA_RAYTRANSP|MA_SHADOW_TRA)) {
+ if((ma->mode & (MA_RAYMIRROR|MA_SHADOW_TRA)) || ((ma->mode && MA_TRANSP) && (ma->mode & MA_RAYTRANSP))) {
ma->texco |= NEED_UV|TEXCO_ORCO|TEXCO_REFL|TEXCO_NORM;
if(r_mode & R_OSA) ma->texco |= TEXCO_OSA;
}