matt ebb found a case where removing the "Real" world button was bad.
authorCampbell Barton <ideasman42@gmail.com>
Mon, 5 May 2008 01:46:35 +0000 (01:46 +0000)
committerCampbell Barton <ideasman42@gmail.com>
Mon, 5 May 2008 01:46:35 +0000 (01:46 +0000)
source/blender/src/buttons_shading.c

index 9704b0186cd012caa1908c401d2710c622da70fd..b46679898b4e167d5b8f5711e127faead570a754 100644 (file)
@@ -2338,9 +2338,9 @@ static void world_panel_preview(World *wrld)
        uiBlockBeginAlign(block);
        uiDefButBitS(block, TOG, WO_SKYBLEND, B_WORLDPRV,"Blend", 220,175,100,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with natural progression from horizon to zenith");
        uiDefButBitS(block, TOG,WO_SKYPAPER, B_WORLDPRV,"Paper", 220,150,100,25, &wrld->skytype, 0, 0, 0, 0, "Flattens blend or texture coordinates");
-       if (wrld->skytype & WO_SKYBLEND) {
+       /*if (wrld->skytype & WO_SKYBLEND) {*/ /* In some (rare?) cases its possible to use this, leave this out for now */
                uiDefButBitS(block, TOG, WO_SKYREAL, B_WORLDPRV,"Real", 220,125,100,25, &wrld->skytype, 0, 0, 0, 0, "Renders background with a real horizon");
-       }
+       /*}*/
        uiBlockEndAlign(block);
 
 }