- added name field for renderlayer

- skin/loft now adds faces with active material
- defailt for scene panels isnt closed anymore since there is a lot of room there now.
This commit is contained in:
2009-10-14 15:06:42 +00:00
parent 866e41520c
commit bc0916c630
3 changed files with 9 additions and 7 deletions

View File

@@ -221,7 +221,7 @@ def face_edge_keys(f):
return ord_ind(verts[0], verts[1]), ord_ind(verts[1], verts[2]), ord_ind(verts[2], verts[3]), ord_ind(verts[3], verts[0])
def mesh_faces_extend(me, faces):
def mesh_faces_extend(me, faces, mat_idx = 0):
orig_facetot = len(me.faces)
new_facetot = len(faces)
me.add_geometry(0, 0, new_facetot)
@@ -233,8 +233,10 @@ def mesh_faces_extend(me, faces):
f = [v.index for v in faces[i]]
if len(f)==4 and f[3]==0:
f = f[1], f[2], f[3], f[0]
me_faces[orig_facetot+i].verts_raw = f
mf = me_faces[orig_facetot+i]
mf.verts_raw = f
mf.material_index = mat_idx
i+=1
# end utils
@@ -605,7 +607,7 @@ def main(context):
except: pass
if 1: # 2.5
mesh_faces_extend(me, faces)
mesh_faces_extend(me, faces, ob.active_material_index)
me.update(calc_edges=True)
else:
me.faces.extend(faces, smooth = True)

View File

@@ -45,6 +45,9 @@ class RENDER_PT_layers(RenderButtonsPanel):
col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
if rl:
layout.itemR(rl, "name")
split = layout.split()

View File

@@ -23,7 +23,6 @@ class SCENE_PT_scene(SceneButtonsPanel):
class SCENE_PT_unit(SceneButtonsPanel):
__label__ = "Units"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
@@ -41,7 +40,6 @@ class SCENE_PT_unit(SceneButtonsPanel):
class SCENE_PT_keying_sets(SceneButtonsPanel):
__label__ = "Keying Sets"
__default_closed__ = True
def draw(self, context):
layout = self.layout
@@ -75,7 +73,6 @@ class SCENE_PT_keying_sets(SceneButtonsPanel):
class SCENE_PT_keying_set_paths(SceneButtonsPanel):
__label__ = "Active Keying Set"
__default_closed__ = True
def poll(self, context):
return (context.scene != None) and (context.scene.active_keying_set != None)