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authorTon Roosendaal <ton@blender.org>2004-05-07 15:35:38 +0400
committerTon Roosendaal <ton@blender.org>2004-05-07 15:35:38 +0400
commite7f6ebb7ca1709a4a75aec7f6e113b070eccee5e (patch)
tree25d14f4e89e2f52d1baa94423d517b1805b9c510 /source/blender/src/buttons_shading.c
parent9936d283824c77246e3dcefb214acb6c76d6fa0d (diff)
Improved three tooltips:
- Material Shadow and Traceable still mentioned old shadowbuffer methods - AngMap option in World mapping has better explanation
Diffstat (limited to 'source/blender/src/buttons_shading.c')
-rw-r--r--source/blender/src/buttons_shading.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index bd0f094ae69..e10727bbcc9 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -1638,7 +1638,7 @@ static void world_panel_texture(World *wrld)
/* TEXCO */
uiBlockBeginAlign(block);
uiDefButS(block, ROW, B_MATPRV, "View", 100,110,60,20, &(mtex->texco), 4.0, (float)TEXCO_VIEW, 0, 0, "Uses global coordinates for the texture coordinates");
- uiDefButS(block, ROW, B_MATPRV, "AngMap", 160,110,70,20, &(mtex->texco), 4.0, (float)TEXCO_ANGMAP, 0, 0, "Uses angular coordinates for the texture coordinates");
+ uiDefButS(block, ROW, B_MATPRV, "AngMap", 160,110,70,20, &(mtex->texco), 4.0, (float)TEXCO_ANGMAP, 0, 0, "Uses 360 degree angular coordinates, e.g. for spherical light probes");
uiDefButS(block, ROW, B_MATPRV, "Object", 230,110,70,20, &(mtex->texco), 4.0, (float)TEXCO_OBJECT, 0, 0, "Uses linked object's coordinates for texture coordinates");
uiDefIDPoinBut(block, test_obpoin_but, B_MATPRV, "", 100,90,200,20, &(mtex->object), "");
@@ -2596,10 +2596,10 @@ static void material_panel_shading(Material *ma)
uiBlockEndAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
- uiDefButI(block, TOG|BIT|0, 0, "Traceable", 245,140,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material cast shadows in spotlights");
+ uiDefButI(block, TOG|BIT|0, 0, "Traceable", 245,140,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material to cast shadows or being detected by ray tracing");
uiBlockBeginAlign(block);
- uiDefButI(block, TOG|BIT|1, 0, "Shadow", 245,110,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material receive shadows from spotlights");
+ uiDefButI(block, TOG|BIT|1, 0, "Shadow", 245,110,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material receive shadows");
uiDefButI(block, TOG|BIT|19, 0, "TraShadow", 245,90,65,19, &(ma->mode), 0, 0, 0, 0, "Recieves transparent shadows based at material color and alpha");
uiBlockEndAlign(block);