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authorTon Roosendaal <ton@blender.org>2004-10-19 02:47:26 +0400
committerTon Roosendaal <ton@blender.org>2004-10-19 02:47:26 +0400
commit4c827e73e2714404a6066fd6f031811d3867e179 (patch)
tree5f0de1e217b2642a2aedeea7e6e0502c210accb3 /source/blender/src/buttons_shading.c
parent295f11ea70ad6f08f273418a9831e052b9bcbbd5 (diff)
Four new extrude possibilities;
- Individual faces Keeps Mesh manifold, so removes old faces always. Also uses a transform based on different vectors per vertex. - Only edges Just extrudes the edges (not really 'individual', the edges still share the vertices. Uses same transform as normal extrude for that reason - Only Vertices Uses normal transform after extrude Also changed code a bit, to detect whether to call a normal-based transform after extrude, or whether to call normal grabber. For example when you just extrude 1 edge, it uses normal grabber. Note; extruding an entire sphere goes OK with 'individual faces'. for other extrudes you should press 's key' when in transform. Just cannot predict (yet) when one method has preference over another.
Diffstat (limited to 'source/blender/src/buttons_shading.c')
-rw-r--r--source/blender/src/buttons_shading.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 3903354f59b..bee80ee6b13 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -1199,7 +1199,7 @@ static void texture_panel_image(Tex *tex)
uiDefButS(block, MENU, B_TEXIMABROWSE, strp, 10,135,23,20, &(G.buts->menunr), 0, 0, 0, 0, "Selects an existing texture or creates new");
if(tex->ima) {
- uiDefBut(block, TEX, B_NAMEIMA, "", 35,135,255,20, tex->ima->name, 0.0, 79.0, 0, 0, "Displays name of the texture block: click to change");
+ uiDefBut(block, TEX, B_NAMEIMA, "", 35,135,255,20, tex->ima->name, 0.0, 79.0, 0, 0, "Displays name of the Image file: click to change");
sprintf(str, "%d", tex->ima->id.us);
uiDefBut(block, BUT, 0, str, 290,135,20,20, 0, 0, 0, 0, 0, "Displays number of users of texture: click to make single user");
uiBlockEndAlign(block);