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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 /source/blender/makesdna/DNA_modifier_types.h
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 'source/blender/makesdna/DNA_modifier_types.h')
-rw-r--r--source/blender/makesdna/DNA_modifier_types.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/makesdna/DNA_modifier_types.h b/source/blender/makesdna/DNA_modifier_types.h
index ed3d42a9da7..4abbbd7146d 100644
--- a/source/blender/makesdna/DNA_modifier_types.h
+++ b/source/blender/makesdna/DNA_modifier_types.h
@@ -878,7 +878,7 @@ typedef struct WeightVGEditModifierData {
struct Object *mask_tex_map_obj; /* Name of the map object. */
/* How to map the texture (using MOD_DISP_MAP_* constants). */
int mask_tex_mapping;
- char mask_tex_uvlayer_name[32]; /* Name of the UV layer. */
+ char mask_tex_uvlayer_name[32]; /* Name of the UV map. */
/* Padding... */
int pad_i1;
@@ -923,7 +923,7 @@ typedef struct WeightVGMixModifierData {
struct Tex *mask_texture; /* The texture. */
struct Object *mask_tex_map_obj; /* Name of the map object. */
int mask_tex_mapping; /* How to map the texture! */
- char mask_tex_uvlayer_name[32]; /* Name of the UV layer. */
+ char mask_tex_uvlayer_name[32]; /* Name of the UV map. */
/* Padding... */
int pad_i1;
@@ -970,7 +970,7 @@ typedef struct WeightVGProximityModifierData {
struct Tex *mask_texture; /* The texture. */
struct Object *mask_tex_map_obj; /* Name of the map object. */
int mask_tex_mapping; /* How to map the texture! */
- char mask_tex_uvlayer_name[32]; /* Name of the UV layer. */
+ char mask_tex_uvlayer_name[32]; /* Name of the UV Map. */
float min_dist, max_dist; /* Distances mapping to 0.0/1.0 weights. */