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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/render
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/render')
-rw-r--r--source/blender/render/intern/source/render_texture.c4
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;
}