last commit had a typo, also adjusted teh and colour instances
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@ -130,7 +130,7 @@ static int vertex_sort(const void *p1, const void *p2)
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* 'box->index' is not used at all, the only reason its there
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* is that the box array is sorted by area and programs need to be able
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* to have some way of writing the boxes back to the original data.
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* len - the number of boxes in teh array.
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* len - the number of boxes in the array.
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* tot_width and tot_height are set so you can normalize the data.
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* */
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void boxPack2D(boxPack *boxarray, int len, float *tot_width, float *tot_height)
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@ -48,7 +48,7 @@ def New (name, width, height, depth):
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@type height: int
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@param height: The height of the new Image object, between 1 and 5000.
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@type depth: int
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@param depth: The colour depth of the new Image object. (32:RGBA 8bit channels, 128:RGBA 32bit high dynamic range float channels).
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@param depth: The color depth of the new Image object. (32:RGBA 8bit channels, 128:RGBA 32bit high dynamic range float channels).
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@rtype: Blender Image
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@return: A new Blender Image object.
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"""
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@ -80,7 +80,7 @@ Example::
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@type ExtendModes: readonly dictionary
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@var ExtendModes: Extend, clip, repeat or checker modes for image textures
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- EXTEND - Extends the colour of the edge
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- EXTEND - Extends the color of the edge
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- CLIP - Return alpha 0.0 outside image
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- CLIPCUBE - Return alpha 0.0 around cube-shaped area around image
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- REPEAT - Repeat image vertically and horizontally
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@ -209,10 +209,10 @@ Example::
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@type TexCo: readonly dictionary
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@var MapTo: Flags for MTex.mapto.
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- COL - Make the texture affect the basic colour of the material
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- COL - Make the texture affect the basic color of the material
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- NOR - Make the texture affect the rendered normal
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- CSP - Make the texture affect the specularity colour
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- CMIR - Make the texture affect the mirror colour
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- CSP - Make the texture affect the specularity color
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- CMIR - Make the texture affect the mirror color
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- REF - Make the texture affect the diffuse reflectivity value
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- SPEC - Make the texture affect the specularity value
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- HARD - Make the texture affect the hardness value
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@ -384,7 +384,7 @@ static float shade_by_transmission(Isect *is, ShadeInput *shi, ShadeResult *shr)
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static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *shi, ShadeResult *shr, Isect *isec, float *vec)
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{
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/* un-intersected rays get either rendered material colour or sky colour */
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/* un-intersected rays get either rendered material color or sky color */
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if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOMAT) {
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VECCOPY(col, shr->combined);
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} else if (origshi->mat->fadeto_mir == MA_RAYMIR_FADETOSKY) {
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@ -397,7 +397,7 @@ static void ray_fadeout_endcolor(float *col, ShadeInput *origshi, ShadeInput *sh
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static void ray_fadeout(Isect *is, ShadeInput *shi, float *col, float *blendcol, float dist_mir)
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{
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/* if fading out, linear blend against fade colour */
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/* if fading out, linear blend against fade color */
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float blendfac;
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blendfac = 1.0 - VecLenf(shi->co, is->start)/dist_mir;
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@ -544,8 +544,8 @@ static void traceray(ShadeInput *origshi, ShadeResult *origshr, short depth, flo
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if (dist_mir > 0.0) {
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float blendcol[3];
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/* max ray distance set, but found an intersection, so fade this colour
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* out towards the sky/material colour for a smooth transition */
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/* max ray distance set, but found an intersection, so fade this color
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* out towards the sky/material color for a smooth transition */
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ray_fadeout_endcolor(blendcol, origshi, &shi, origshr, &isec, vec);
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ray_fadeout(&isec, &shi, col, blendcol, dist_mir);
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}
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@ -5333,7 +5333,7 @@ static void editing_panel_links(Object *ob)
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uiDefBut(block, BUT, B_POSEGRP_ADD, "Add Group", xco,110,140,20, 0, 21, 0, 0, 0, "Add a new Bone Group for the Pose");
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uiBlockEndAlign(block);
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/* colour set for 'active' group */
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/* color set for 'active' group */
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if (pose->active_group && grp) {
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uiBlockBeginAlign(block);
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menustr= build_colorsets_menustr();
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@ -5350,7 +5350,7 @@ static void editing_panel_links(Object *ob)
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memcpy(&grp->cs, col_set, sizeof(ThemeWireColor));
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}
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else {
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/* init custom colours with a generic multi-colour rgb set, if not initialised already */
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/* init custom colors with a generic multi-color rgb set, if not initialised already */
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if (grp->cs.solid[0] == 0) {
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/* define for setting colors in theme below */
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#define SETCOL(col, r, g, b, a) col[0]=r; col[1]=g; col[2]= b; col[3]= a;
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@ -3298,10 +3298,10 @@ static void material_panel_map_to(Object *ob, Material *ma, int from_nodes)
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uiBlockSetCol(block, TH_AUTO);
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}
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else {
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uiDefButBitS(block, TOG, MAP_COL, B_MATPRV, "Col", 10,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect basic colour of the material");
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uiDefButBitS(block, TOG, MAP_COL, B_MATPRV, "Col", 10,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect basic color of the material");
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uiDefButBitS(block, TOG3, MAP_NORM, B_MATPRV, "Nor", 50,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the rendered normal");
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uiDefButBitS(block, TOG, MAP_COLSPEC, B_MATPRV, "Csp", 90,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the specularity colour");
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uiDefButBitS(block, TOG, MAP_COLMIR, B_MATPRV, "Cmir", 130,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the mirror colour");
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uiDefButBitS(block, TOG, MAP_COLSPEC, B_MATPRV, "Csp", 90,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the specularity color");
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uiDefButBitS(block, TOG, MAP_COLMIR, B_MATPRV, "Cmir", 130,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the mirror color");
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uiDefButBitS(block, TOG3, MAP_REF, B_MATPRV, "Ref", 180,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of the materials reflectivity");
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uiDefButBitS(block, TOG3, MAP_SPEC, B_MATPRV, "Spec", 220,180,50,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of specularity");
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uiDefButBitS(block, TOG3, MAP_AMB, B_MATPRV, "Amb", 270,180,40,19, &(mtex->mapto), 0, 0, 0, 0, "Causes the texture to affect the value of ambient");
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@ -634,7 +634,7 @@ static void draw_channel_names(void)
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}
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else {
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/* for normal channels
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* - use 3 shades of color group/standard colour for 3 indention level
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* - use 3 shades of color group/standard color for 3 indention level
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* - only use group colors if allowed to, and if actually feasible
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*/
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if ( !(G.saction->flag & SACTION_NODRAWGCOLORS) &&
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@ -1254,7 +1254,7 @@ static void draw_key_but(int x, int y, short w, short h, int sel)
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int xmax= x+w-1, ymax= y+h-1;
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int xc= (xmin+xmax)/2, yc= (ymin+ymax)/2;
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/* interior - hardcoded colours (for selected and unselected only) */
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/* interior - hardcoded colors (for selected and unselected only) */
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if (sel) glColor3ub(0xF1, 0xCA, 0x13);
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else glColor3ub(0xE9, 0xE9, 0xE9);
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@ -96,7 +96,7 @@ static ThemeWireColor *bcolor= NULL;
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/* values of colCode for set_pchan_glcolor */
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enum {
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PCHAN_COLOR_NORMAL = 0, /* normal drawing */
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PCHAN_COLOR_SOLID, /* specific case where "solid" colour is needed */
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PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
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PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
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PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
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@ -1186,7 +1186,7 @@ static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsign
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/* wire */
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if (armflag & ARM_POSEMODE) {
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if (constflag) {
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/* set constraint colours */
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/* set constraint colors */
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if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
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glEnable(GL_BLEND);
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@ -1645,7 +1645,7 @@ static void draw_pose_channels(Base *base, int dt)
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glPushMatrix();
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glMultMatrixf(pchan->pose_mat);
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/* prepare colours */
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/* prepare colors */
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if (arm->flag & ARM_POSEMODE)
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set_pchan_colorset(ob, pchan);
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else {
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@ -2090,7 +2090,7 @@ static void draw_pose_paths(Object *ob)
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for (a=0, fp=fp_start; a<len; a++, fp+=3) {
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float intensity; /* how faint */
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/* set colour
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/* set color
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* - more intense for active/selected bones, less intense for unselected bones
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* - black for before current frame, green for current frame, blue for after current frame
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* - intensity decreases as distance from current frame increases
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@ -2131,7 +2131,7 @@ static void draw_pose_paths(Object *ob)
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BIF_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
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}
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/* draw a vertex with this colour */
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/* draw a vertex with this color */
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glVertex3fv(fp);
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}
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@ -1161,7 +1161,7 @@ void verify_pchan2achan_grouping (bAction *act, bPose *pose, char name[])
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memcpy(&grp->cs, col_set, sizeof(ThemeWireColor));
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}
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else {
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/* init custom colours with a generic multi-colour rgb set, if not initialised already */
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/* init custom colors with a generic multi-color rgb set, if not initialised already */
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if (agrp->cs.solid[0] == 0) {
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/* define for setting colors in theme below */
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#define SETCOL(col, r, g, b, a) col[0]=r; col[1]=g; col[2]= b; col[3]= a;
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@ -1221,7 +1221,7 @@ void sync_pchan2achan_grouping ()
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achan->grp = NULL;
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BLI_freelistN(&act->groups);
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/* loop through all achans, reassigning them to groups (colours are resyncronised) */
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/* loop through all achans, reassigning them to groups (colors are resyncronised) */
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last= act->chanbase.last;
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for (achan= act->chanbase.first; achan && achan!=last; achan= next) {
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next= achan->next;
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@ -2764,7 +2764,7 @@ void fly(void)
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do_screenhandlers(G.curscreen); /* advance the next frame */
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/* we are in camera view so apply the view ofs and quat to the view matrix and set the camera to teh view */
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/* we are in camera view so apply the view ofs and quat to the view matrix and set the camera to the view */
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if (G.vd->persp==V3D_CAMOB) {
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G.vd->persp= V3D_PERSP; /*set this so setviewmatrixview3d uses the ofs and quat instead of the camera */
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setviewmatrixview3d();
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@ -939,7 +939,7 @@ static void icon_draw_rect(float x, float y, int w, int h, float aspect, int rw,
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ui_rasterpos_safe(x, y, aspect);
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if((w<1 || h<1) && G.f & G_DEBUG) {
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printf("what the heck! - icons are %i x %i zero pixels?\n", w, h);
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printf("what the heck! - icons are %i x %i pixels?\n", w, h);
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}
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/* rect contains image in 'rendersize', we only scale if needed */
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else if(rw!=w && rh!=h) {
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@ -389,7 +389,7 @@ static void init_userdef_file(void)
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if ((G.main->versionfile < 245) || (G.main->versionfile == 245 && G.main->subversionfile < 11)) {
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bTheme *btheme;
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for (btheme= U.themes.first; btheme; btheme= btheme->next) {
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/* these should all use the same colour */
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/* these should all use the same color */
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SETCOL(btheme->tv3d.cframe, 0x60, 0xc0, 0x40, 255);
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SETCOL(btheme->tipo.cframe, 0x60, 0xc0, 0x40, 255);
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SETCOL(btheme->tact.cframe, 0x60, 0xc0, 0x40, 255);
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@ -402,7 +402,7 @@ static void init_userdef_file(void)
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if ((G.main->versionfile < 245) || (G.main->versionfile == 245 && G.main->subversionfile < 13)) {
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bTheme *btheme;
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for (btheme= U.themes.first; btheme; btheme= btheme->next) {
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/* action channel groups (recolour anyway) */
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/* action channel groups (recolor anyway) */
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SETCOL(btheme->tact.group, 0x39, 0x7d, 0x1b, 255);
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SETCOL(btheme->tact.group_active, 0x7d, 0xe9, 0x60, 255);
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@ -2111,7 +2111,7 @@ void smooth_view(View3D *v3d, float *ofs, float *quat, float *dist, float *lens)
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changed = 1;
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}
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/* The new view is different from teh old one
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/* The new view is different from the old one
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* so animate the view */
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if (changed) {
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@ -223,7 +223,7 @@ char KX_LightObject::doc[] = "Module KX_LightObject\n\n"
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"\t\tThe effect radius of the light.\n"
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"\tcolour -> list [r, g, b].\n"
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"\tcolor -> list [r, g, b].\n"
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"\t\tThe colour of the light.\n"
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"\t\tThe color of the light.\n"
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"\tlin_attenuation -> float.\n"
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"\t\tThe attenuation factor for the light.\n"
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"\tspotsize -> float.\n"
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