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authorDalai Felinto <dfelinto@gmail.com>2010-04-12 07:06:49 +0400
committerDalai Felinto <dfelinto@gmail.com>2010-04-12 07:06:49 +0400
commit7135edb75daca55f0ab5e3b601fd73d486c9d060 (patch)
tree84a99cbd70c98b7b686c00aeed79b69ad5df4d8a /source/blenderplayer
parent091f70e92d2160f0326ec75ed175fc206b2477b9 (diff)
BGE: TexFace panel (from patch #21780 from Mitchell Stokes + some changes)
the patch exposes a rna property to get the active edit mode face. This is a hack. However it's a small patch (a.k.a. easy to revert later if needed). The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE. Missing: operators to copy the current parameters to other selected faces. * note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
Diffstat (limited to 'source/blenderplayer')
-rw-r--r--source/blenderplayer/bad_level_call_stubs/stubs.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blenderplayer/bad_level_call_stubs/stubs.c b/source/blenderplayer/bad_level_call_stubs/stubs.c
index 86d32118872..be04875ef8f 100644
--- a/source/blenderplayer/bad_level_call_stubs/stubs.c
+++ b/source/blenderplayer/bad_level_call_stubs/stubs.c
@@ -248,6 +248,8 @@ float ED_rollBoneToVector(struct EditBone *bone, float new_up_axis[3]){return 0.
void ED_space_image_size(struct SpaceImage *sima, int *width, int *height){}
void EM_selectmode_set(struct EditMesh *em){}
+int EM_texFaceCheck(struct EditMesh *em){return 0;}
+struct MTFace *EM_get_active_mtface(struct EditMesh *em, struct EditFace **act_efa, struct MCol **mcol, int sloopy){return (struct MTFace *)NULL;}
void make_editMesh(struct Scene *scene, struct Object *ob){}
void load_editMesh(struct Scene *scene, struct Object *ob){}