diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-02-20 17:17:53 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-02-20 17:17:53 +0300 |
commit | 79a354172a84eabf4e0a2e91577bdc60e209f640 (patch) | |
tree | 2708325e33ffe26925dc6fbd6add53474e5c628c /source/blender/src/buttons_scene.c | |
parent | 0e1ae457ecc7c075aaef78032a420776e72600bd (diff) |
Negative zmask rendering: now there is a setting to render everything
behind the zmask instead of in front. Might need tweaks, and doesn't
work with halo yet.
Diffstat (limited to 'source/blender/src/buttons_scene.c')
-rw-r--r-- | source/blender/src/buttons_scene.c | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c index 4f0e4448b6d..e3c3dcaf08d 100644 --- a/source/blender/src/buttons_scene.c +++ b/source/blender/src/buttons_scene.c @@ -2824,8 +2824,11 @@ static void render_panel_layers(void) draw_3d_layer_buttons(block, BUT_TOGDUAL, &srl->lay, 130,110, 35, 30, "Scene-layers included in this render-layer (Hold CTRL for Z-mask)"); uiBlockBeginAlign(block); - uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for solid faces in invisible layers, for masking"); - uiDefButBitI(block, TOG, SCE_LAY_ZMASK, B_NOP,"Zmask", 10, 65, 40, 20, &srl->layflag, 0, 0, 0, 0, "Only render what's in front of the solid z values"); + uiDefButBitI(block, TOG, SCE_LAY_ZMASK, B_REDR,"Zmask", 10, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Only render what's in front of the solid z values"); + if(srl->layflag & SCE_LAY_ZMASK) + uiDefButBitI(block, TOG, SCE_LAY_NEG_ZMASK, B_NOP,"Neg", 10, 65, 40, 20, &srl->layflag, 0, 0, 0, 0, "For Zmask, only render what is behind solid z values instead of in front"); + else + uiDefButBitI(block, TOG, SCE_LAY_ALL_Z, B_NOP,"AllZ", 10, 65, 40, 20, &srl->layflag, 0, 0, 0, 0, "Fill in Z values for solid faces in invisible layers, for masking"); uiBlockBeginAlign(block); uiDefButBitI(block, TOG, SCE_LAY_SOLID, B_NOP,"Solid", 50, 85, 45, 20, &srl->layflag, 0, 0, 0, 0, "Render Solid faces in this Layer"); uiDefButBitI(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 95, 85, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer (on top of Solid)"); |