Changeset 412 for cafu/trunk

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Timestamp:
10/26/11 10:15:28 (7 months ago)
Author:
Carsten
Message:

Model Editor: Adding reminders that we should have the "cast shadows?" flag on a per-mesh basis.

Location:
cafu/trunk
Files:
2 modified

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Added
Removed
  • cafu/trunk/CaWE/ModelEditor/MeshInspector.cpp

    r390 r412  
    182182        DisableProperty(UseGivenTS); 
    183183 
     184        wxPGProperty* CastShadows=Append(new wxBoolProperty("Cast Shadows", wxPG_LABEL, true)); 
     185        DisableProperty(CastShadows); 
     186 
    184187        wxPGProperty* NumTriangles=Append(new wxIntProperty("Num Triangles", wxPG_LABEL, Mesh.Triangles.Size())); 
    185188        DisableProperty(NumTriangles); 
  • cafu/trunk/Libs/Models/Model_cmdl.hpp

    r407 r412  
    127127        bool AreGeoDups(unsigned int Vertex1Nr, unsigned int Vertex2Nr) const; 
    128128 
    129         std::string              Name;           ///< Name of this mesh. 
    130         MaterialT*               Material;       ///< The material of this mesh. 
    131         MatSys::RenderMaterialT* RenderMaterial; ///< The render material used to render this mesh. 
    132         ArrayT<TriangleT>        Triangles;      ///< List of triangles this mesh consists of. 
    133         ArrayT<VertexT>          Vertices;       ///< List of vertices this mesh consists of. 
    134         ArrayT<WeightT>          Weights;        ///< List of weights that are attached to the skeleton (hierarchy of bones/joints). 
     129        std::string              Name;            ///< Name of this mesh. 
     130        MaterialT*               Material;        ///< The material of this mesh. 
     131        MatSys::RenderMaterialT* RenderMaterial;  ///< The render material used to render this mesh. 
     132     // bool                     CastShadows;     ///< Should this mesh cast shadows? 
     133        ArrayT<TriangleT>        Triangles;       ///< List of triangles this mesh consists of. 
     134        ArrayT<VertexT>          Vertices;        ///< List of vertices this mesh consists of. 
     135        ArrayT<WeightT>          Weights;         ///< List of weights that are attached to the skeleton (hierarchy of bones/joints). 
    135136    }; 
    136137