[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12817] trunk/blender/release/scripts/ wizard_curve2tree.py: UV texture blending was being used when materials were disabled.
Campbell Barton
ideasman42 at gmail.com
Fri Dec 7 12:56:51 CET 2007
Revision: 12817
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12817
Author: campbellbarton
Date: 2007-12-07 12:56:51 +0100 (Fri, 07 Dec 2007)
Log Message:
-----------
UV texture blending was being used when materials were disabled.
Modified Paths:
--------------
trunk/blender/release/scripts/wizard_curve2tree.py
Modified: trunk/blender/release/scripts/wizard_curve2tree.py
===================================================================
--- trunk/blender/release/scripts/wizard_curve2tree.py 2007-12-07 10:50:02 UTC (rev 12816)
+++ trunk/blender/release/scripts/wizard_curve2tree.py 2007-12-07 11:56:51 UTC (rev 12817)
@@ -1416,7 +1416,18 @@
- def toMesh(self, mesh=None, do_uv=True, do_uv_keep_vproportion=True, do_uv_vnormalize=False, do_uv_uscale=False, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_uv_blend_layer= False, do_cap_ends=False):
+ def toMesh(self, mesh=None,\
+ do_uv=True,\
+ do_uv_keep_vproportion=True,\
+ do_uv_vnormalize=False,\
+ do_uv_uscale=False,\
+ uv_image = None,\
+ uv_x_scale=1.0,\
+ uv_y_scale=4.0,\
+ do_uv_blend_layer= False,\
+ do_cap_ends=False,\
+ ):
+
self.mesh = freshMesh(mesh)
totverts = 0
@@ -1678,12 +1689,8 @@
uv.y *= vscale
-
# Done with UV mapping the first layer! now map the blend layers
if do_uv_blend_layer:
-
-
-
# Set up the blend UV layer - this is simply the blending for branch joints
mesh.addUVLayer( 'blend' )
mesh.activeUVLayer = 'blend'
@@ -3009,15 +3016,15 @@
new_brch.calcData()
return new_brch
-
+ '''
def toMesh(self):
pass
+ '''
-
# No GUI code above this! ------------------------------------------------------
# PREFS - These can be saved on the object's id property. use 'tree2curve' slot
@@ -3337,7 +3344,7 @@
ob_mesh.setMatrix(Matrix())
# Do we need a do_uv_blend_layer?
- if PREFS['material_stencil'].val and PREFS['material_texture'].val:
+ if PREFS['do_material'].val and PREFS['material_stencil'].val and PREFS['material_texture'].val:
do_uv_blend_layer = True
else:
do_uv_blend_layer = False
@@ -3854,7 +3861,7 @@
xtmp = x
PREFS['material_texture'] = Draw.Toggle('Texture', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['material_texture'].val, 'Create an image texture for this material to use'); xtmp += but_width*2;
- PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a second texture and UV layer to blend joints'); xtmp += but_width*2;
+ PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a 2 more texture and UV layers to blend the seams between joints'); xtmp += but_width*2;
Blender.Draw.EndAlign()
y-=but_height+MARGIN
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