forked from bartvdbraak/blender
fix for warnings after texface commit, also comment blender sphinx theme for api reference until we get an update for 'Naiad'
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@ -1036,8 +1036,12 @@ def rna2sphinx(BASEPATH):
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fw("copyright = u'Blender Foundation'\n")
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fw("version = '%s - API'\n" % version_string)
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fw("release = '%s - API'\n" % version_string)
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fw("html_theme = 'blender-org'\n")
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fw("html_theme_path = ['../']\n")
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# until we get a theme for 'Naiad'
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if 0:
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fw("html_theme = 'blender-org'\n")
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fw("html_theme_path = ['../']\n")
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fw("html_favicon = 'favicon.ico'\n")
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# not helpful since the source us generated, adds to upload size.
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fw("html_copy_source = False\n")
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@ -1060,7 +1060,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, vo
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DMVertexAttribs attribs;
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MVert *mvert = cddm->mvert;
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MFace *mface = cddm->mface;
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MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
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/* MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE); */ /* UNUSED */
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float (*nors)[3] = dm->getFaceDataArray(dm, CD_NORMAL);
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int a, b, dodraw, matnr, new_matnr;
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int orig, *index = dm->getFaceDataArray(dm, CD_ORIGINDEX);
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@ -1771,18 +1771,17 @@ int do_version_tface(Main *main, int fileload)
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int a;
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int flag;
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int index;
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int nummat;
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/* sometimes mesh has no materials but will need a new one. In those
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* cases we need to ignore the mf->mat_nr and only look at the face
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* mode because it can be zero as unitialized or the 1st created material
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* mode because it can be zero as uninitialized or the 1st created material
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*/
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int nomaterialslots;
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/* alert to user to check the console */
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int nowarning = 1;
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/* mark all the materials to convertion with a flag
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/* mark all the materials to conversion with a flag
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* if there is tface create a complete flag for that storing in flag
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* if there is tface and flag > 0: creates a new flag based on this face
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* if flags are different set flag to -1
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@ -1869,7 +1868,7 @@ int do_version_tface(Main *main, int fileload)
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ma->game.flag = -flag;
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/* some people uses multitexture with TexFace by creating a texture
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* channel which not necessarly the tf->tpage image. But the game engine
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* channel which not neccessarly the tf->tpage image. But the game engine
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* was enabling it. Now it's required to set "Face Texture [Alpha] in the
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* material settings. */
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if(!fileload)
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@ -1374,7 +1374,7 @@ static void ccgDM_drawMappedFacesGLSL(DerivedMesh *dm, int (*setMaterial)(int, v
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CCGFaceIterator *fi = ccgSubSurf_getFaceIterator(ss);
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GPUVertexAttribs gattribs;
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DMVertexAttribs attribs= {{{NULL}}};
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MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE);
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/* MTFace *tf = dm->getFaceDataArray(dm, CD_MTFACE); */ /* UNUSED */
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int gridSize = ccgSubSurf_getGridSize(ss);
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int gridFaces = gridSize - 1;
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int edgeSize = ccgSubSurf_getEdgeSize(ss);
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