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authorTon Roosendaal <ton@blender.org>2005-12-04 17:32:21 +0300
committerTon Roosendaal <ton@blender.org>2005-12-04 17:32:21 +0300
commitaa939b859904fcfad5c6782e14621da74bbf8118 (patch)
treeccf58f615f767fea93ddcfc01988244efdc0c643 /source/blender/src/interface_panel.c
parentc2cff1cbcf71634de3aca184c70cc4bd23fe35a8 (diff)
Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!) - New Panel "Layers" in Material buttons, allows to add unlimited amount of materials on top of each other. - Every Layer is actually just another Material, which gets rendered/shaded (including texture), and then added on top of previous layer with an operation like Mix, Add, Mult, etc. - Layers render fully independent, so bumpmaps are not passed on to next layers. - Per Layer you can set if it influences Diffuse, Specular or Alpha - If a Material returns alpha (like from texture), the alpha value is used for adding the layers too. - New texture "Map To" channel allows to have a texture work on a Layer - Each layer, including basis Material, can be turned on/off individually Notes: - at this moment, the full shading pass happens for each layer, including shadow, AO and raytraced mirror or transparency... - I had to remove old hacks from preview render, which corrected reflected normals for preview texturing. - still needs loadsa testing!
Diffstat (limited to 'source/blender/src/interface_panel.c')
-rw-r--r--source/blender/src/interface_panel.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/src/interface_panel.c b/source/blender/src/interface_panel.c
index 54bab5703a3..c9892ed7f1e 100644
--- a/source/blender/src/interface_panel.c
+++ b/source/blender/src/interface_panel.c
@@ -652,7 +652,7 @@ void uiSetPanel_view2d(ScrArea *sa)
pa= sa->panels.first;
while(pa) {
- if(pa->active) {
+ if(pa->active && pa->paneltab==NULL) {
done= 1;
if(pa->ofsx < minx) minx= pa->ofsx;
if(pa->ofsx+pa->sizex > maxx) maxx= pa->ofsx+pa->sizex;
@@ -696,7 +696,7 @@ void uiMatchPanel_view2d(ScrArea *sa)
pa= sa->panels.first;
while(pa) {
- if(pa->active) {
+ if(pa->active && pa->paneltab==NULL) {
done= 1;
if(pa->ofsx < G.v2d->tot.xmin) G.v2d->tot.xmin= pa->ofsx;
if(pa->ofsx+pa->sizex > G.v2d->tot.xmax)