* 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
This commit is contained in:
Garux
2019-05-19 10:30:44 +03:00
parent 3ce07bb310
commit aa99f4d254
11 changed files with 1487 additions and 172 deletions

View File

@@ -2201,6 +2201,11 @@ void OpenGLShader::construct( const char* name ){
hiddenLine.m_linewidth = 2;
hiddenLine.m_depthfunc = GL_GREATER;
}
else if ( string_equal( name + 1, "BLENDLINE" ) ) {
state.m_state = RENDER_COLOURARRAY | RENDER_COLOURWRITE | RENDER_BLEND;
state.m_sort = OpenGLState::eSortGUI0 - 1;
state.m_linewidth = 1;
}
else if ( string_equal( name + 1, "LATTICE" ) ) {
state.m_colour[0] = 1;
state.m_colour[1] = 0.5;