[Bf-committers] Proposal: better envmap scripting

Tom Edwards contact at steamreview.org
Thu Jul 21 14:12:39 CEST 2011


Then I'll begin. :)

On 20/07/2011 2:47, Tom Edwards wrote:
> Hello all. I'm currently writing an add-on to ease the export of renders
> and environment maps to the Source game engine, and I'm finding my
> options when it comes to envmaps extremely limited. I'd like to add the
> following functions:
>
> bpy.types.EnvironmentMap.save( filename, layout=(
> (0,0),(0,1),(0,2),(1,0),(1,1),(1,2) ) )
>
> Saves the envmap with the scene render settings. "layout" determines the
> location of each face in the output image; 1 == EnvironmentMap.resolution.
>
> bpy.types.EnvironmentMap.render(ignore_cache=False)
>
> Renders the envmap if it is stale. Ignores the camera and indeed goes
> ahead without one. Might render other envmaps for recursion.
> "ignore_cache" bypasses the normal envmap cache checks.
>
> bpy.types.EnvironmentMap.clear()
>
> Same as bpy.ops.texture.envmap_clear(), but without the overhead of
> setting up then reverting the context.
>
>
> Is there any reason why the above couldn't be added to trunk?
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list