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authorCampbell Barton <ideasman42@gmail.com>2008-06-05 22:26:34 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-06-05 22:26:34 +0400
commitf2407fec559fe5853db935499b37b52c67578290 (patch)
treee4354e700d13d54785cbb96a471bf176848fd023 /source/blender/src
parent172fe6ed2f963b952833f39729e1bac52b479a2f (diff)
Apricot feature, thats fit for trunk.
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0). Added an option to use a fixed order when baking.
Diffstat (limited to 'source/blender/src')
-rw-r--r--source/blender/src/buttons_scene.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/src/buttons_scene.c b/source/blender/src/buttons_scene.c
index b98a8c58102..cc26f1fc2bf 100644
--- a/source/blender/src/buttons_scene.c
+++ b/source/blender/src/buttons_scene.c
@@ -2150,6 +2150,10 @@ static void render_panel_bake(void)
"Normalized displacement value to fit the 'Dist' range"
);
}
+
+ uiDefButS(block, MENU, B_NOP, "Quad Split Order%t|Quad Split Auto%x0|Quad Split A (0,1,2) (0,2,3)%x1|Quad Split B (1,2,3) (1,3,0)%x2",
+ 10,30,190,20, &G.scene->r.bake_quad_split, 0, 0, 0, 0, "Method to divide quads (use A or B for external applications that use a fixed order)");
+
#if 0
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, R_BAKE_OSA, B_DIFF, "OSA", 10,120,190,20, &G.scene->r.bake_flag, 0, 0, 0, 0, "Enables Oversampling (Anti-aliasing)");