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authorCampbell Barton <ideasman42@gmail.com>2008-06-25 20:09:29 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-06-25 20:09:29 +0400
commit84c4e89eba40d13795ce6b808f2faf3771ba2550 (patch)
tree8823b89de06444902b8792ff0edc2736d4f3de48 /source/blender/src/editsima.c
parentc353af4d3a1ce51125b81f023c8725855906601e (diff)
Commented out face transp changing when switching images, this is more annoying then helpful.
Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix() Edited "Collision" button since ray-sensor also uses collision.
Diffstat (limited to 'source/blender/src/editsima.c')
-rw-r--r--source/blender/src/editsima.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/src/editsima.c b/source/blender/src/editsima.c
index 5f8485267bc..18a9803dcae 100644
--- a/source/blender/src/editsima.c
+++ b/source/blender/src/editsima.c
@@ -2690,15 +2690,17 @@ void image_changed(SpaceImage *sima, Image *image)
if(image->id.us==0) id_us_plus(&image->id);
else id_lib_extern(&image->id);
-
+#if 0 /* GE People dont like us messing with their face modes */
if (tface->transp==TF_ADD) {} /* they obviously know what they are doing! - leave as is */
else if (ibuf && ibuf->depth == 32) tface->transp = TF_ALPHA;
else tface->transp = TF_SOLID;
-
+#endif
} else {
tface->tpage= NULL;
tface->mode &= ~TF_TEX;
+#if 0
tface->transp = TF_SOLID;
+#endif
}
change = 1;
}