binds...
	* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
	* ctrl + shift + m3: also project tex from face to selection

misc...
	* lazy cursor updates in clipper mode
	* update cursor immediately on clipper mode toggles
	* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names

	FBO overlay fixes
This commit is contained in:
Garux
2017-08-02 09:53:07 +03:00
parent e14027e117
commit 6eee961fcc
18 changed files with 239 additions and 131 deletions

View File

@@ -80,6 +80,8 @@ template<typename Element> class BasicVector3;
typedef BasicVector3<float> Vector3;
void Scene_BrushProjectTexture_Selected( scene::Graph& graph, const texdef_t& texdef, const Vector3* direction );
void Scene_BrushProjectTexture_Component_Selected( scene::Graph& graph, const texdef_t& texdef, const Vector3* direction );
void Scene_BrushProjectTexture_Selected( scene::Graph& graph, const TextureProjection& projection, const Vector3& normal );
void Scene_BrushProjectTexture_Component_Selected( scene::Graph& graph, const TextureProjection& projection, const Vector3& normal );
void Scene_BrushFitTexture_Selected( scene::Graph& graph, float s_repeat, float t_repeat );
void Scene_BrushFitTexture_Component_Selected( scene::Graph& graph, float s_repeat, float t_repeat );