- Fix for #1726, the convex() function is smarter now, checking on valid
trias to test in quad PLus: - Add undo-push after 'assign material' in curve editmode, plus redraw to reflect material change - Added tooltips for opengl light buttons in user presets - Added correct buttons window redraw for armature selecting in editmode
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@@ -2570,18 +2570,18 @@ void drawinfospace(ScrArea *sa, void *spacedata)
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButI(block, TOG|BIT|0, B_RECALCLIGHT, "On",
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xpos+edgsp+2*mpref/6, y2, mpref/6, buth,
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&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "");
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&U.light[cur_light].flag, 0.0, 0.0, 0, 0, "Enable this OpenGL light in Solid draw mode");
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uiBlockSetCol(block, TH_AUTO);
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uiDefButS(block, ROW, B_REDR, "Vec",
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xpos+edgsp+3*mpref/6, y2, mpref/6, buth,
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&cur_light_var, 123.0, 0.0, 0, 0, "");
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&cur_light_var, 123.0, 0.0, 0, 0, "Lamp vector for OpenGL light");
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uiDefButS(block, ROW, B_REDR, "Col",
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xpos+edgsp+4*mpref/6, y2, mpref/6, buth,
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&cur_light_var, 123.0, 1.0, 0, 0, "");
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&cur_light_var, 123.0, 1.0, 0, 0, "Diffuse Color for OpenGL light");
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uiDefButS(block, ROW, B_REDR, "Spec",
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xpos+edgsp+5*mpref/6, y2, mpref/6, buth,
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&cur_light_var, 123.0, 2.0, 0, 0, "");
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&cur_light_var, 123.0, 2.0, 0, 0, "Specular color for OpenGL light");
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if(cur_light_var==1) {
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uiDefButF(block, NUM, B_RECALCLIGHT, "R ",
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