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

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