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