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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@@ -319,6 +319,23 @@ void Scene_PatchProjectTexture_Selected( scene::Graph& graph, const texdef_t& te
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SceneChangeNotify();
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}
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class PatchProjectTexture_fromFace
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{
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const TextureProjection& m_projection;
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const Vector3& m_normal;
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public:
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PatchProjectTexture_fromFace( const TextureProjection& projection, const Vector3& normal ) : m_projection( projection ), m_normal( normal ) {
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}
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void operator()( Patch& patch ) const {
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patch.ProjectTexture( m_projection, m_normal );
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}
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};
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void Scene_PatchProjectTexture_Selected( scene::Graph& graph, const TextureProjection& projection, const Vector3& normal ){
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Scene_forEachVisibleSelectedPatch( PatchProjectTexture_fromFace( projection, normal ) );
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SceneChangeNotify();
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}
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class PatchFlipTexture
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{
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int m_axis;
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