Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists! - AL+Z (potato) texture view now draws objects without Texture Faces compliant with (new) default in engine. Meaning lit faces, using Material RGB for diffuse and specular. It used to draw these as 'shaded' which is quite useless. Per definition, Potato mode is supposed to show what engine draws. (Note; this only for Mesh objects) - Added a couple of more calls to ensure Shaded drawmode updates on changing RGB sliders, moving lamps to layers, or switch layers This based on feedback from Mal, who'll also give it all good tests.
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@@ -200,7 +200,10 @@ void add_object_draw(int type) /* for toolbox or menus, only non-editmode stuff
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base_init_from_view3d(BASACT, G.vd);
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if(type==OB_EMPTY) BIF_undo_push("Add Empty");
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else if(type==OB_LAMP) BIF_undo_push("Add Lamp");
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else if(type==OB_LAMP) {
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BIF_undo_push("Add Lamp");
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if(G.vd->drawtype == OB_SHADED) reshadeall_displist();
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}
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else if(type==OB_LATTICE) BIF_undo_push("Add Lattice");
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else BIF_undo_push("Add Camera");
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@@ -247,6 +250,7 @@ void free_and_unlink_base(Base *base)
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void delete_obj(int ok)
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{
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Base *base;
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int islamp= 0;
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if(G.obpose) return;
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if(G.obedit) return;
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@@ -258,6 +262,7 @@ void delete_obj(int ok)
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if TESTBASE(base) {
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if(ok==0 && (ok=okee("Erase selected"))==0) return;
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if(base->object->type==OB_LAMP) islamp= 1;
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free_and_unlink_base(base);
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}
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@@ -269,6 +274,8 @@ void delete_obj(int ok)
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G.f &= ~(G_VERTEXPAINT+G_FACESELECT+G_TEXTUREPAINT+G_WEIGHTPAINT);
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setcursor_space(SPACE_VIEW3D, CURSOR_STD);
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if(islamp && G.vd->drawtype==OB_SHADED) reshadeall_displist();
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test_scene_constraints();
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allqueue(REDRAWVIEW3D, 0);
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redraw_test_buttons(OBACT);
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@@ -1832,7 +1839,8 @@ void movetolayer(void)
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{
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Base *base;
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unsigned int lay= 0, local;
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int islamp= 0;
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if(G.scene->id.lib) return;
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base= FIRSTBASE;
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@@ -1852,11 +1860,14 @@ void movetolayer(void)
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/* upper byte is used for local view */
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local= base->lay & 0xFF000000;
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base->lay= lay + local;
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base->object->lay= lay;
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if(base->object->type==OB_LAMP) islamp= 1;
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}
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base= base->next;
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}
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if(islamp && G.vd->drawtype == OB_SHADED) reshadeall_displist();
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countall();
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allqueue(REDRAWBUTSEDIT, 0);
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allqueue(REDRAWVIEW3D, 0);
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