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authorMatt Ebb <matt@mke3.net>2007-11-15 03:11:00 +0300
committerMatt Ebb <matt@mke3.net>2007-11-15 03:11:00 +0300
commitd273ae05712901ef7619219db9864a3734bf4f22 (patch)
tree60ca5c1c584eb60bbc1d06bf1929d942574279a3 /source/blender/makesdna/DNA_material_types.h
parenteedfb86ea57f17445f8f7e5fe9affd620843b70c (diff)
* New material option: TexFace Alpha
This is an additional option for 'TexFace', which uses the alpha of the UV assigned faces as well as the colour. It appears in material buttons as a little 'A' button next to 'TexFace', when 'TexFace is switched on. It's a bit horrible, but no point tweaking that layout in isolation at this stage. This image is using texface alpha, with different assigned images, all sharing the one material: http://mke3.net/blender/devel/rendering/texface_alpha.jpg Usually I consider texface (and teaching people to use it for UV mapping) to be pretty evil, but in some cases, when you have lots of separate images that you want to control in the one material, it can be quite handy.
Diffstat (limited to 'source/blender/makesdna/DNA_material_types.h')
-rw-r--r--source/blender/makesdna/DNA_material_types.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/makesdna/DNA_material_types.h b/source/blender/makesdna/DNA_material_types.h
index 252af0ebdb1..3e2197f2d83 100644
--- a/source/blender/makesdna/DNA_material_types.h
+++ b/source/blender/makesdna/DNA_material_types.h
@@ -188,6 +188,7 @@ typedef struct Material {
/* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */
#define MA_NORMAP_TANG 0x8000000
#define MA_GROUP_NOLAY 0x10000000
+#define MA_FACETEXTURE_ALPHA 0x20000000
#define MA_MODE_MASK 0x1fffffff /* all valid mode bits */