* Fixes for Render Tab separation.

* All Edges is now in the object mode "Display" Tab, as the option doesn't affect Edit Mode. 
Missing Redraw here...
This commit is contained in:
2009-10-14 14:45:58 +00:00
parent 0f6190a19b
commit c27a94849c
4 changed files with 18 additions and 31 deletions

View File

@@ -826,12 +826,12 @@ class PovrayRender(bpy.types.RenderEngine):
bpy.types.register(PovrayRender)
# Use some of the existing buttons.
import buttons_scene
buttons_scene.SCENE_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_scene.SCENE_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_scene.SCENE_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_scene.SCENE_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del buttons_scene
import buttons_render
buttons_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
buttons_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del buttons_render
# Use only a subset of the world panels
import buttons_world
@@ -852,14 +852,14 @@ del buttons_material
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
__context__ = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
class SCENE_PT_povray_radiosity(RenderButtonsPanel):
class RENDER_PT_povray_radiosity(RenderButtonsPanel):
__label__ = "Radiosity"
COMPAT_ENGINES = set(['POVRAY_RENDER'])
@@ -909,4 +909,4 @@ class SCENE_PT_povray_radiosity(RenderButtonsPanel):
col = split.column()
col.itemR(scene, "pov_radio_always_sample")
bpy.types.register(SCENE_PT_povray_radiosity)
bpy.types.register(RENDER_PT_povray_radiosity)