[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [14468] trunk/blender/source/blender/src/ buttons_shading.c: Blenderstorm: idea #164: Hide useless World Shading buttons

Campbell Barton ideasman42 at gmail.com
Sat Apr 19 00:00:01 CEST 2008


Revision: 14468
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14468
Author:   campbellbarton
Date:     2008-04-18 23:59:54 +0200 (Fri, 18 Apr 2008)

Log Message:
-----------
Blenderstorm: idea #164: Hide useless World Shading buttons
Simple button change

Modified Paths:
--------------
    trunk/blender/source/blender/src/buttons_shading.c

Modified: trunk/blender/source/blender/src/buttons_shading.c
===================================================================
--- trunk/blender/source/blender/src/buttons_shading.c	2008-04-18 21:33:38 UTC (rev 14467)
+++ trunk/blender/source/blender/src/buttons_shading.c	2008-04-18 21:59:54 UTC (rev 14468)
@@ -2336,9 +2336,11 @@
 	uiDefBut(block, LABEL, 0, " ",	20,20,10,10, 0, 0, 0, 0, 0, "");
 
 	uiBlockBeginAlign(block);
-	uiDefButBitS(block, TOG, WO_SKYREAL, B_WORLDPRV,"Real",	200,175,80,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with a real horizon");
-	uiDefButBitS(block, TOG, WO_SKYBLEND, B_WORLDPRV,"Blend",200,150,80,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with natural progression from horizon to zenith");
-	uiDefButBitS(block, TOG,WO_SKYPAPER, B_WORLDPRV,"Paper",200,125,80,25, &wrld->skytype, 0, 0, 0, 0, "Flattens blend or texture coordinates");
+	uiDefButBitS(block, TOG, WO_SKYBLEND, B_WORLDPRV,"Blend", 220,175,100,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with natural progression from horizon to zenith");
+	if (wrld->skytype & WO_SKYBLEND) {
+		uiDefButBitS(block, TOG, WO_SKYREAL, B_WORLDPRV,"Real", 220,150,50,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with a real horizon");
+		uiDefButBitS(block, TOG,WO_SKYPAPER, B_WORLDPRV,"Paper",270,150,50,25, &wrld->skytype, 0, 0, 0, 0, "Flattens blend or texture coordinates");
+	}
 	uiBlockEndAlign(block);
 
 }





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