First victim of the hurried work, halo spots always cast shadows.

So removed 'ray shadow' button for that case.
So what I said in the previous commit is not true, with  halo for
spots enabled, shadows are always cast, and cannot be disabled,  sorry...
This commit is contained in:
Alfredo de Greef
2004-07-29 00:12:43 +00:00
parent 1f9f2d66eb
commit 8faca4189a

View File

@@ -2187,17 +2187,15 @@ static void lamp_panel_yafray(Object *ob, Lamp *la)
uiBlockSetCol(block, TH_BUT_SETTING1);
uiBlockBeginAlign(block);
/* in yafray arealights always cast shadows, so ray shadow flag not needed */
if (la->type!=LA_AREA)
/* ray shadow also not used when halo for spot enabled */
if ((la->type!=LA_AREA) && (!((la->type==LA_SPOT) && (la->mode & LA_HALO))))
uiDefButS(block, TOG|BIT|13, B_SHADRAY,"Ray Shadow",10,180,80,19,&la->mode, 0, 0, 0, 0, "Use ray tracing for shadow");
/* in yafray the regular lamp can use shadowbuffers (softlight), used by spot with halo as well */
/* to prevent clash with blender shadowbuf flag, a special flag is used for yafray */
if (la->type==LA_LOCAL)
uiDefButS(block, TOG|BIT|14, B_SHADBUF, "Buf.Shadow",10,160,80,19,&la->mode, 0, 0, 0, 0, "Lets light produce shadows using shadow buffer");
uiBlockEndAlign(block);
/* shadowbuffers used only for 'softlight' & spotlight with halo */
if (((la->type==LA_LOCAL) && (la->mode & LA_YF_SOFT)) || ((la->type==LA_SPOT) && (la->mode & LA_HALO))) {