void StraussShaderDlg::LoadDialog(BOOL draw) { if (pShader && hRollup) { glSpin->SetValue( FracToPc( pShader->GetGlossiness() ),FALSE); glSpin->SetKeyBrackets(KeyAtCurTime(st_glossiness)); mtSpin->SetValue( FracToPc( pShader->GetMetalness() ), FALSE); mtSpin->SetKeyBrackets(KeyAtCurTime(st_metalness)); trSpin->SetValue(FracToPc(pMtl->GetOpacity(curTime)),FALSE); trSpin->SetKeyBrackets(pMtl->KeyAtTimeByID(OPACITY_PARAM, curTime)); UpdateColSwatches(); UpdateHilite(); IParamBlock2 * shaderpblock = pShader->pblock; if ( shaderpblock ) { cs[0]->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_diffuse ) ); glSpin->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_glossiness ) ); mtSpin->UpdateEnableState( shaderpblock, shaderpblock->GetAnimNum( st_metalness ) ); } // trSpin: opacity is accessed through the material: only handle StdMat2. EnableMtl2OpacityControl( pMtl, trSpin ); } }