* UV Tool (edit texture alignment of selected face) modifiers:
pivot control point and lines: ctrl = snap hard to face vertices and grid grid density controls: shift = change density of both axes synchronously, ctrl = power of two grid scale lines: shift = scale axes synchronously, ctrl = snap hard to vertices alt + m1 on grid = skew texture (is possible alright in BP and Valve220 map formats, not in AP); ctrl = snap hard to edges texture move: shift = only move along the axis with the biggest move, ctrl = snap grid lines hard to vertices and pivot rotate: shift = rotate with step of 15 degrees, ctrl = snap hard to edges
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@@ -2201,6 +2201,11 @@ void OpenGLShader::construct( const char* name ){
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hiddenLine.m_linewidth = 2;
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hiddenLine.m_depthfunc = GL_GREATER;
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}
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else if ( string_equal( name + 1, "BLENDLINE" ) ) {
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state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_BLEND;
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state.m_sort = OpenGLState::eSortGUI0 - 1;
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state.m_linewidth = 1;
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}
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else if ( string_equal( name + 1, "LATTICE" ) ) {
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state.m_colour[0] = 1;
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state.m_colour[1] = 0.5;
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