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