Changed order of RenderLayer options to reflect the order of processing:

Sky - Solid - Halo - Ztransp - Edge

And added better info in the tooltips for it. It's important to know that
Halos will always be covered by Ztransp, if rendered in 1 RenderLayer.
This commit is contained in:
Ton Roosendaal
2006-06-24 10:25:30 +00:00
parent aeddc2ac0f
commit 5d3ddc842c

View File

@@ -1823,9 +1823,9 @@ static void render_panel_layers(void)
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, SCE_LAY_SKY, B_NOP,"Sky", 10, 70, 40, 20, &srl->layflag, 0, 0, 0, 0, "Render Sky or backbuffer in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_SOLID, B_NOP,"Solid", 50, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Solid faces in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_ZTRA, B_NOP,"Ztra", 115, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Z-Transparent faces in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 180, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_EDGE, B_NOP,"Edge", 245, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Edge-enhance in this Layer");
uiDefButBitS(block, TOG, SCE_LAY_HALO, B_NOP,"Halo", 115, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Halos in this Layer (on top of Solid)");
uiDefButBitS(block, TOG, SCE_LAY_ZTRA, B_NOP,"Ztra", 180, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Z-Transparent faces in this Layer (On top of Solid and Halos)");
uiDefButBitS(block, TOG, SCE_LAY_EDGE, B_NOP,"Edge", 245, 70, 65, 20, &srl->layflag, 0, 0, 0, 0, "Render Edge-enhance in this Layer (only works for Solid faces)");
uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Passes:", 10,30,150,20, NULL, 0, 0, 0, 0, "");