From 2345efc6c5612da7f2a627ceb6bf0b7a828a676b Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 23 Nov 2011 17:25:25 +0000 Subject: Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface, by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway. --- source/blender/collada/InstanceWriter.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/collada/InstanceWriter.cpp') diff --git a/source/blender/collada/InstanceWriter.cpp b/source/blender/collada/InstanceWriter.cpp index ceb4b295f2f..40ca1bc3b0e 100644 --- a/source/blender/collada/InstanceWriter.cpp +++ b/source/blender/collada/InstanceWriter.cpp @@ -55,7 +55,7 @@ void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_materia ostr << translate_id(id_name(ma)) << a+1; COLLADASW::InstanceMaterial im(ostr.str(), COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid)); - // create for each uv layer + // create for each uv map Mesh *me = (Mesh*)ob->data; int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE); -- cgit v1.2.3