diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-23 21:25:25 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-23 21:25:25 +0400 |
commit | 2345efc6c5612da7f2a627ceb6bf0b7a828a676b (patch) | |
tree | 982c56ec2aa0a6d4cc8ea91776b653b0c3493dc4 /source/blender/render | |
parent | 28fb329419b4e636bb9540ba090de8e2c28d582f (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/render')
-rw-r--r-- | source/blender/render/intern/source/render_texture.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/render/intern/source/render_texture.c b/source/blender/render/intern/source/render_texture.c index 323f04cbd04..277ef90b9ab 100644 --- a/source/blender/render/intern/source/render_texture.c +++ b/source/blender/render/intern/source/render_texture.c @@ -3684,7 +3684,7 @@ void RE_sample_material_color(Material *mat, float color[3], float *alpha, const int i, layers = CustomData_number_of_layers(&orcoDm->faceData, CD_MTFACE); int layer_index = CustomData_get_layer_index(&orcoDm->faceData, CD_MTFACE); - /* for every uv layer set coords and name */ + /* for every uv map set coords and name */ for (i=0; i<layers; i++) { if(layer_index >= 0) { float *uv1, *uv2, *uv3; @@ -3708,7 +3708,7 @@ void RE_sample_material_color(Material *mat, float color[3], float *alpha, const shi.uv[i].uv[2]= 0.0f; /* texture.c assumes there are 3 coords */ } } - /* active uv layer */ + /* active uv map */ shi.actuv = CustomData_get_active_layer_index(&orcoDm->faceData,CD_MTFACE) - layer_index; shi.totuv = layers; } |