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@@ -2084,10 +2084,12 @@ static void material_panel_map_to(Material *ma)
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uiDefButS(block, TOG|BIT|3, B_MATPRV, "Cmir", 1119,180,73,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affext the mirror colour");
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uiDefButS(block, TOG3|BIT|4, B_MATPRV, "Ref", 1192,180,74,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of the materials reflectivity");
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uiDefButS(block, TOG3|BIT|5, B_MATPRV, "Spec", 900,160,91,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of specularity");
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uiDefButS(block, TOG3|BIT|8, B_MATPRV, "Hard", 991,160,92,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the hardness value");
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uiDefButS(block, TOG3|BIT|7, B_MATPRV, "Alpha", 1083,160,91,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the alpha value");
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uiDefButS(block, TOG3|BIT|6, B_MATPRV, "Emit", 1174,160,92,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the emit value");
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uiDefButS(block, TOG3|BIT|5, B_MATPRV, "Spec", 900,160,60,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of specularity");
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uiDefButS(block, TOG3|BIT|8, B_MATPRV, "Hard", 960,160,60,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the hardness value");
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uiDefButS(block, TOG3|BIT|9, B_MATPRV, "RayMir",1020,160,60,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the ray-mirror value");
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uiDefButS(block, TOG3|BIT|7, B_MATPRV, "Alpha", 1080,160,60,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the alpha value");
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uiDefButS(block, TOG3|BIT|6, B_MATPRV, "Emit", 1140,160,60,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the emit value");
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uiDefButS(block, TOG3|BIT|10, B_MATPRV, "Translu",1200,160,63,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the translucency value");
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uiBlockBeginAlign(block);
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uiDefButS(block, ROW, B_MATPRV, "Mix", 1087,120,48,18, &(mtex->blendtype), 9.0, (float)MTEX_BLEND, 0, 0, "Sets texture to blend the values or colour");
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@@ -2243,28 +2245,40 @@ static void material_panel_texture(Material *ma)
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uiBlockSetCol(block, TH_AUTO);
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}
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static void material_panel_raytrace(Material *ma)
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static void material_panel_tramir(Material *ma)
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{
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uiBlock *block;
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block= uiNewBlock(&curarea->uiblocks, "material_panel_raytrace", UI_EMBOSS, UI_HELV, curarea->win);
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block= uiNewBlock(&curarea->uiblocks, "material_panel_tramir", UI_EMBOSS, UI_HELV, curarea->win);
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uiNewPanelTabbed("Shaders", "Material");
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if(uiNewPanel(curarea, block, "Raytrace", "Material", 640, 0, 318, 204)==0) return;
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if(uiNewPanel(curarea, block, "Mirror Transp", "Material", 640, 0, 318, 204)==0) return;
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "RayMir ", 10,160,200,19, &(ma->ray_mirror), 0.0, 1.0, 100, 2, "Sets the amount mirror reflection for raytrace");
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uiDefButI(block, TOG|BIT|18, B_MATPRV,"Ray Mirror",210,160,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for mirror reflection rendering");
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uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,140,200,19, &(ma->fresnel_mir), 1.0, 1.5, 10, 2, "Amount of Fresnel for mirror reflection");
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uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,140,100,19, &(ma->ray_depth), 0.0, 10.0, 100, 0, "Amount of inter-reflections calculated maximal ");
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uiDefButF(block, NUMSLI, B_MATPRV, "RayMir ", 10,180,200,19, &(ma->ray_mirror), 0.0, 1.0, 100, 2, "Sets the amount mirror reflection for raytrace");
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uiDefButI(block, TOG|BIT|18, B_MATPRV,"Ray Mirror",210,180,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for mirror reflection rendering");
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uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,160,200,19, &(ma->fresnel_mir), 1.0, 1.5, 10, 2, "Amount of Fresnel for mirror reflection");
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uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,160,100,19, &(ma->ray_depth), 0.0, 10.0, 100, 0, "Amount of inter-reflections calculated maximal ");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "IOR ", 10,100,200,19, &(ma->ang), 1.0, 3.0, 100, 2, "Sets the angular index of refraction for raytrace");
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uiDefButI(block, TOG|BIT|17, B_MATRAYTRANSP,"Ray Transp",210,100,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for transparency rendering");
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uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,80,200,19, &(ma->fresnel_tra), 1.0, 1.5, 10, 2, "Amount of Fresnel for transparency");
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uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,80,100,19, &(ma->ray_depth_tra), 0.0, 10.0, 100, 0, "Amount of refractions calculated maximal ");
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uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 10,130,200,19, &(ma->alpha), 0.0, 1.0, 0, 0, "Sets the material's opacity and transparency mix");
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uiDefButI(block, TOG|BIT|6, B_MATZTRANSP,"ZTransp", 210,130,100,19, &(ma->mode), 0, 0, 0, 0, "Enables Z-Buffering of transparent faces");
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uiDefButF(block, NUMSLI, B_MATPRV, "IOR ", 10,110,200,19, &(ma->ang), 1.0, 3.0, 100, 2, "Sets the angular index of refraction for raytrace");
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uiDefButI(block, TOG|BIT|17, B_MATRAYTRANSP,"Ray Transp",210,110,100,19, &(ma->mode), 0, 0, 0, 0, "Enables raytracing for transparency rendering");
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uiDefButF(block, NUMSLI, B_MATPRV, "Fresnel ", 10,90,200,19, &(ma->fresnel_tra), 1.0, 1.5, 10, 2, "Amount of Fresnel for transparency");
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uiDefButS(block, NUM, B_MATPRV, "Depth:", 210,90,100,19, &(ma->ray_depth_tra), 0.0, 10.0, 100, 0, "Amount of refractions calculated maximal ");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "SpecTra ", 10,60,150,19, &(ma->spectra), 0.0, 1.0, 0, 0, "Makes specular areas opaque on transparent materials");
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uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 160,60,150,19, &(ma->add), 0.0, 1.0, 0, 0, "Sets a glow factor for transparant materials");
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uiBlockBeginAlign(block);
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uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 10,10,100,19, &(ma->mode), 0, 0, 0, 0, "Renders shadows falling on material only");
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uiDefButI(block, TOG|BIT|14, 0, "No Mist", 110,10,100,19, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
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uiDefButI(block, TOG|BIT|9, 0, "Env", 210,10,100,19, &(ma->mode), 0, 0, 0, 0, "Causes faces to render with alpha zero: allows sky/backdrop to show through");
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uiBlockEndAlign(block);
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uiDefButI(block, TOG|BIT|19, B_MATRAYTRANSP,"Transp Shadow",160,40,150,19, &(ma->mode), 0, 0, 0, 0, "Enables transparent shadows based at material color and alpha");
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}
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@@ -2298,7 +2312,7 @@ static void material_panel_shading(Material *ma)
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiBlockBeginAlign(block);
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uiDefButI(block, TOG|BIT|15, B_MATPRV_DRAW, "Flare", 245,142,65,28, &(ma->mode), 0, 0, 0, 0, "Renders halo as a lensflare");
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uiDefButI(block, TOG|BIT|15, B_MATPRV_DRAW, "Flare",245,142,65,28, &(ma->mode), 0, 0, 0, 0, "Renders halo as a lensflare");
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uiDefButI(block, TOG|BIT|8, B_MATPRV, "Rings", 245,123,65, 18, &(ma->mode), 0, 0, 0, 0, "Renders rings over halo");
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uiDefButI(block, TOG|BIT|9, B_MATPRV, "Lines", 245,104,65, 18, &(ma->mode), 0, 0, 0, 0, "Renders star shaped lines over halo");
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uiDefButI(block, TOG|BIT|11, B_MATPRV, "Star", 245,85,65, 18, &(ma->mode), 0, 0, 0, 0, "Renders halo as a star");
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@@ -2339,26 +2353,24 @@ static void material_panel_shading(Material *ma)
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uiDefButF(block, NUMSLI, B_MATPRV, "Size:", 90, 100,150,19, &(ma->param[2]), 0.0, 1.53, 0, 0, "Sets the size of specular toon area");
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uiDefButF(block, NUMSLI, B_MATPRV, "Smooth:",90, 80,150,19, &(ma->param[3]), 0.0, 1.0, 0, 0, "Sets the smoothness of specular toon area");
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}
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uiBlockEndAlign(block);
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/* default shading variables */
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uiDefButF(block, NUMSLI, B_MATPRV, "Amb ", 9,30,117,19, &(ma->amb), 0.0, 1.0, 0, 0, "Sets the amount of global ambient color the material receives");
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uiDefButF(block, NUMSLI, B_MATPRV, "Emit ", 133,30,110,19, &(ma->emit), 0.0, 1.0, 0, 0, "Sets the amount of light the material emits");
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uiDefButF(block, NUMSLI, B_MATPRV, "Add ", 9,10,117,19, &(ma->add), 0.0, 1.0, 0, 0, "Sets a glow factor for transparant materials");
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uiDefButF(block, NUM, 0, "Zoffs:", 133,10,110,19, &(ma->zoffs), 0.0, 10.0, 0, 0, "Gives faces an artificial offset in the Z buffer");
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiBlockBeginAlign(block);
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uiDefButI(block, TOG|BIT|0, 0, "Traceable", 245,161,65,18, &(ma->mode), 0, 0, 0, 0, "Makes material cast shadows in spotlights");
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uiDefButI(block, TOG|BIT|1, 0, "Shadow", 245,142,65,18, &(ma->mode), 0, 0, 0, 0, "Makes material receive shadows from spotlights");
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uiDefButI(block, TOG|BIT|16, 0, "Radio", 245,123,65,18, &(ma->mode), 0, 0, 0, 0, "Enables material for radiosty rendering");
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uiDefButI(block, TOG|BIT|3, 0, "Wire", 245,104,65,18, &(ma->mode), 0, 0, 0, 0, "Renders only the edges of faces as a wireframe");
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uiDefButI(block, TOG|BIT|6, B_MATZTRANSP,"ZTransp", 245,85, 65,18, &(ma->mode), 0, 0, 0, 0, "Enables Z-Buffering of transparent faces");
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uiDefButI(block, TOG|BIT|9, 0, "Env", 245,66, 65,18, &(ma->mode), 0, 0, 0, 0, "Causes faces to disappear: allows world to show through");
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uiDefButI(block, TOG|BIT|10, 0, "OnlyShadow", 245,47, 65,18, &(ma->mode), 0, 0, 0, 0, "Renders shadows falling on material only");
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uiDefButI(block, TOG|BIT|14, 0, "No Mist", 245,28, 65,18, &(ma->mode), 0, 0, 0, 0, "Sets the material to ignore mist values");
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uiDefButI(block, TOG|BIT|8, 0, "ZInvert", 245,9, 65,18, &(ma->mode), 0, 0, 0, 0, "Renders material's faces with inverted Z Buffer");
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uiDefButF(block, NUMSLI, 0, "Translucency ", 9,30,301,19, &(ma->translucency), 0.0, 1.0, 100, 2, "Amount of diffuse shading of the back side");
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uiDefButF(block, NUMSLI, B_MATPRV, "Amb ", 9,10,150,19, &(ma->amb), 0.0, 1.0, 0, 0, "Sets the amount of global ambient color the material receives");
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uiDefButF(block, NUMSLI, B_MATPRV, "Emit ", 160,10,150,19, &(ma->emit), 0.0, 1.0, 0, 0, "Sets the amount of light the material emits");
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uiBlockEndAlign(block);
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButI(block, TOG|BIT|0, 0, "Traceable", 245,140,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material cast shadows in spotlights");
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uiBlockBeginAlign(block);
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uiDefButI(block, TOG|BIT|1, 0, "Shadow", 245,110,65,19, &(ma->mode), 0, 0, 0, 0, "Makes material receive shadows from spotlights");
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uiDefButI(block, TOG|BIT|19, 0, "TraShadow", 245,90,65,19, &(ma->mode), 0, 0, 0, 0, "Recieves transparent shadows based at material color and alpha");
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uiBlockEndAlign(block);
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uiDefButI(block, TOG|BIT|16, 0, "Radio", 245,60,65,19, &(ma->mode), 0, 0, 0, 0, "Enables material for radiosty rendering");
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}
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}
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@@ -2439,24 +2451,29 @@ static void material_panel_material(Object *ob, Material *ma)
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uiDefButI(block, TOG|BIT|7, B_REDR, "VCol Paint", 85,146,72,20, &(ma->mode), 0, 0, 0, 0, "Replaces material's colours with vertex colours");
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uiDefButI(block, TOG|BIT|11, B_REDR, "TexFace", 160,146,62,20, &(ma->mode), 0, 0, 0, 0, "Sets UV-Editor assigned texture as color and texture info for faces");
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uiDefButI(block, TOG|BIT|2, B_MATPRV, "Shadeless", 223,146,80,20, &(ma->mode), 0, 0, 0, 0, "Makes material insensitive to light or shadow");
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uiBlockEndAlign(block);
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uiBlockSetCol(block, TH_AUTO);
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uiDefButF(block, NUM, 0, "Zoffs:", 8,127,120,19, &(ma->zoffs), 0.0, 10.0, 0, 0, "Gives faces an artificial offset in the Z buffer");
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiDefButI(block, TOG|BIT|3, 0, "Wire", 128,127,96,19, &(ma->mode), 0, 0, 0, 0, "Renders only the edges of faces as a wireframe");
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uiDefButI(block, TOG|BIT|8, 0, "ZInvert", 224,127,79,19, &(ma->mode), 0, 0, 0, 0, "Renders material's faces with inverted Z Buffer");
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}
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uiBlockSetCol(block, TH_AUTO);
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uiBlockBeginAlign(block);
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uiDefButF(block, COL, B_MATCOL, "", 8,115,72,24, &(ma->r), 0, 0, 0, 0, "");
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uiDefButF(block, COL, B_SPECCOL, "", 8,88,72,24, &(ma->specr), 0, 0, 0, 0, "");
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uiDefButF(block, COL, B_MIRCOL, "", 8,61,72,24, &(ma->mirr), 0, 0, 0, 0, "");
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uiDefButF(block, COL, B_MATCOL, "", 8,97,72,20, &(ma->r), 0, 0, 0, 0, "");
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uiDefButF(block, COL, B_SPECCOL, "", 8,77,72,20, &(ma->specr), 0, 0, 0, 0, "");
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uiDefButF(block, COL, B_MIRCOL, "", 8,57,72,20, &(ma->mirr), 0, 0, 0, 0, "");
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uiBlockBeginAlign(block);
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if(ma->mode & MA_HALO) {
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Halo", 83,115,40,25, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the colour of the halo with the RGB sliders");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Line", 83,88,40,25, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the colour of the lines with the RGB sliders");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Ring", 83,61,40,25, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the colour of the rings with the RGB sliders");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Halo", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the colour of the halo with the RGB sliders");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Line", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the colour of the lines with the RGB sliders");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Ring", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the colour of the rings with the RGB sliders");
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}
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else {
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Col", 83,115,40,25, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the basic colour of the material");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Spe", 83,88,40,25, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the specular colour of the material");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Mir", 83,61,40,25, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the mirror colour of the material");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Col", 83,97,40,20, &(ma->rgbsel), 2.0, 0.0, 0, 0, "Sets the basic colour of the material");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Spe", 83,77,40,20, &(ma->rgbsel), 2.0, 1.0, 0, 0, "Sets the specular colour of the material");
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uiDefButC(block, ROW, REDRAWBUTSSHADING, "Mir", 83,57,40,20, &(ma->rgbsel), 2.0, 2.0, 0, 0, "Sets the mirror colour of the material");
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}
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if(ma->rgbsel==0) {colpoin= &(ma->r); rgbsel= B_MATCOL;}
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@@ -2467,27 +2484,26 @@ static void material_panel_material(Object *ob, Material *ma)
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else if(ma->colormodel==MA_HSV) {
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uiBlockSetCol(block, TH_BUT_SETTING1);
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uiBlockBeginAlign(block);
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uiDefButF(block, HSVSLI, B_MATPRV, "H ", 128,120,175,19, colpoin, 0.0, 0.9999, rgbsel, 0, "");
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uiDefButF(block, HSVSLI, B_MATPRV, "S ", 128,100,175,19, colpoin, 0.0001, 1.0, rgbsel, 0, "");
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uiDefButF(block, HSVSLI, B_MATPRV, "V ", 128,80,175,19, colpoin, 0.0001, 1.0, rgbsel, 0, "");
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uiDefButF(block, HSVSLI, B_MATPRV, "H ", 128,97,175,19, colpoin, 0.0, 0.9999, rgbsel, 0, "");
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uiDefButF(block, HSVSLI, B_MATPRV, "S ", 128,77,175,19, colpoin, 0.0001, 1.0, rgbsel, 0, "");
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uiDefButF(block, HSVSLI, B_MATPRV, "V ", 128,57,175,19, colpoin, 0.0001, 1.0, rgbsel, 0, "");
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uiBlockSetCol(block, TH_AUTO);
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}
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else {
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "R ", 128,120,175,19, colpoin, 0.0, 1.0, rgbsel, 0, "");
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uiDefButF(block, NUMSLI, B_MATPRV, "G ", 128,100,175,19, colpoin+1, 0.0, 1.0, rgbsel, 0, "");
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uiDefButF(block, NUMSLI, B_MATPRV, "B ", 128,80,175,19, colpoin+2, 0.0, 1.0, rgbsel, 0, "");
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uiDefButF(block, NUMSLI, B_MATPRV, "R ", 128,97,175,19, colpoin, 0.0, 1.0, rgbsel, 0, "");
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uiDefButF(block, NUMSLI, B_MATPRV, "G ", 128,77,175,19, colpoin+1, 0.0, 1.0, rgbsel, 0, "");
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uiDefButF(block, NUMSLI, B_MATPRV, "B ", 128,57,175,19, colpoin+2, 0.0, 1.0, rgbsel, 0, "");
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}
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uiBlockBeginAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "Alpha ", 128,52,175,19, &(ma->alpha), 0.0, 1.0, 0, 0, "Sets the material's opacity and transparency mix");
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uiDefButF(block, NUMSLI, B_MATPRV, "SpecTra ", 128,32,175,19, &(ma->spectra), 0.0, 1.0, 0, 0, "Makes specular areas opaque on transparent materials");
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uiBlockEndAlign(block);
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uiDefButF(block, NUMSLI, B_MATPRV, "A ", 128,30,175,19, &ma->alpha, 0.0, 1.0, 0, 0, "Alpha");
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}
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uiBlockBeginAlign(block);
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uiDefButS(block, ROW, REDRAWBUTSSHADING, "RGB", 8,32,35,20, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Creates colour using red, green and blue");
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uiDefButS(block, ROW, REDRAWBUTSSHADING, "HSV", 43,32,35,20, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Creates colour using hue, saturation and value");
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uiDefButS(block, TOG|BIT|0, REDRAWBUTSSHADING, "DYN", 78,32,45,20, &(ma->dynamode), 0.0, 0.0, 0, 0, "Adjusts parameters for dynamics options");
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uiBlockEndAlign(block);
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uiDefButS(block, ROW, REDRAWBUTSSHADING, "RGB", 8,30,38,19, &(ma->colormodel), 1.0, (float)MA_RGB, 0, 0, "Creates colour using red, green and blue");
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uiDefButS(block, ROW, REDRAWBUTSSHADING, "HSV", 46,30,38,19, &(ma->colormodel), 1.0, (float)MA_HSV, 0, 0, "Creates colour using hue, saturation and value");
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uiDefButS(block, TOG|BIT|0, REDRAWBUTSSHADING, "DYN", 84,30,39,19, &(ma->dynamode), 0.0, 0.0, 0, 0, "Adjusts parameters for dynamics options");
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}
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static void material_panel_preview(Material *ma)
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@@ -2530,7 +2546,7 @@ void material_panels()
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if(ma) {
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material_panel_shading(ma);
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material_panel_raytrace(ma);
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material_panel_tramir(ma);
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material_panel_texture(ma);
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mtex= ma->mtex[ ma->texact ];
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