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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/render/extern
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/render/extern')
-rw-r--r--source/blender/render/extern/include/RE_shader_ext.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/render/extern/include/RE_shader_ext.h b/source/blender/render/extern/include/RE_shader_ext.h
index 364535736ae..052e104ee62 100644
--- a/source/blender/render/extern/include/RE_shader_ext.h
+++ b/source/blender/render/extern/include/RE_shader_ext.h
@@ -124,7 +124,7 @@ typedef struct ShadeInput
float layerfac;
/* texture coordinates */
- float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[3], rad[3];
+ float lo[3], gl[3], ref[3], orn[3], winco[3], sticky[3], vcol[4], rad[3];
float refcol[4], displace[3];
float strand, tang[3], stress, winspeed[4];