binds...
	* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
	* ctrl + shift + m3: also project tex from face to selection

misc...
	* lazy cursor updates in clipper mode
	* update cursor immediately on clipper mode toggles
	* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names

	FBO overlay fixes
This commit is contained in:
Garux
2017-08-02 09:53:07 +03:00
parent e14027e117
commit 6eee961fcc
18 changed files with 239 additions and 131 deletions
+10
View File
@@ -898,6 +898,16 @@ void Select_ProjectTexture( const texdef_t& texdef, const Vector3* direction ){
SceneChangeNotify();
}
void Select_ProjectTexture( const TextureProjection& projection, const Vector3& normal ){
if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
Scene_BrushProjectTexture_Selected( GlobalSceneGraph(), projection, normal );
Scene_PatchProjectTexture_Selected( GlobalSceneGraph(), projection, normal );
}
Scene_BrushProjectTexture_Component_Selected( GlobalSceneGraph(), projection, normal );
SceneChangeNotify();
}
void Select_FitTexture( float horizontal, float vertical ){
if ( GlobalSelectionSystem().Mode() != SelectionSystem::eComponent ) {
Scene_BrushFitTexture_Selected( GlobalSceneGraph(), horizontal, vertical );