BGE: removing remaining reference to sce->world->gravity/physics/... (it's all in...
[blender.git] / release / ui / buttons_game.py
index 2d29a45028d5b3c5bbee624fe98b57254b5592a2..ee6260202e89db390d42c6dd1573fc78c4e3e964 100644 (file)
@@ -176,21 +176,38 @@ class SCENE_PT_game_stereo(SceneButtonsPanel):
                # stereo:
                if stereo_mode == 'STEREO':
                        layout.itemR(gs, "stereo_mode")
+                       layout.itemL(text="To do: Focal Length")
+                       layout.itemL(text="To do: Eye Separation")
 
                # dome:
-               if stereo_mode == 'DOME':
+               elif stereo_mode == 'DOME':
                        layout.itemR(gs, "dome_mode", text="Dome Type")
 
+                       dome_type = gs.dome_mode
+
                        split=layout.split()
-                       
-                       col=split.column()
-                       col.itemR(gs, "dome_angle", slider=True)
-                       col.itemR(gs, "dome_tesselation", text="Tesselation")
-                       
-                       col=split.column()
-                       col.itemR(gs, "dome_tilt")
-                       col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-                       
+
+                       if dome_type == 'FISHEYE' or \
+                          dome_type == 'TRUNCATED_REAR' or \
+                          dome_type == 'TRUNCATED_FRONT':
+                               
+                               col=split.column()
+                               col.itemR(gs, "dome_angle", slider=True)
+                               col.itemR(gs, "dome_tilt")
+
+                               col=split.column()
+                               col.itemR(gs, "dome_tesselation", text="Tesselation")
+                               col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+                       elif dome_type == 'PANORAM_SPH':
+                               col=split.column()
+                               col.itemR(gs, "dome_tesselation", text="Tesselation")
+                               col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+                       else: # cube map
+                               col=split.column()
+                               col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+               
                        layout.itemR(gs, "dome_text")
 
 bpy.types.register(SCENE_PT_game)
@@ -246,30 +263,6 @@ class WORLD_PT_game_world(WorldButtonsPanel):
                row.itemR(world.mist, "start")
                row.itemR(world.mist, "depth")
 
-
-"""
-class WORLD_PT_game(WorldButtonsPanel):
-       __space_type__ = "LOGIC_EDITOR"
-       __region_type__ = "UI"
-       __label__ = "Game Settings"
-
-       def draw(self, context):
-               layout = self.layout
-               world = context.world
-               
-               flow = layout.column_flow()
-               flow.itemR(world, "physics_engine")
-               flow.itemR(world, "physics_gravity")
-               
-               flow.itemR(world, "game_fps")
-               flow.itemR(world, "game_logic_step_max")
-               flow.itemR(world, "game_physics_substep")
-               flow.itemR(world, "game_physics_step_max")
-               
-               flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
-               flow.itemR(world, "game_occlusion_culling_resolution")
-"""
-
 class WORLD_PT_game_physics(WorldButtonsPanel):
        __label__ = "Physics"