[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3834] trunk/py/scripts/addons: remove sticky coordinates use.
Campbell Barton
ideasman42 at gmail.com
Mon Oct 8 22:48:30 CEST 2012
Revision: 3834
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3834
Author: campbellbarton
Date: 2012-10-08 20:48:29 +0000 (Mon, 08 Oct 2012)
Log Message:
-----------
remove sticky coordinates use.
Modified Paths:
--------------
trunk/py/scripts/addons/io_mesh_ply/export_ply.py
trunk/py/scripts/addons/io_scene_3ds/export_3ds.py
Modified: trunk/py/scripts/addons/io_mesh_ply/export_ply.py
===================================================================
--- trunk/py/scripts/addons/io_mesh_ply/export_ply.py 2012-10-08 14:45:50 UTC (rev 3833)
+++ trunk/py/scripts/addons/io_mesh_ply/export_ply.py 2012-10-08 20:48:29 UTC (rev 3834)
@@ -70,16 +70,15 @@
mesh.calc_tessface()
has_uv = (len(mesh.tessface_uv_textures) > 0)
- has_uv_vertex = (len(mesh.sticky) > 0)
has_vcol = len(mesh.tessface_vertex_colors) > 0
- if (not has_uv) and (not has_uv_vertex):
+ if not has_uv:
use_uv_coords = False
if not has_vcol:
use_colors = False
if not use_uv_coords:
- has_uv = has_uv_vertex = False
+ has_uv = False
if not use_colors:
has_vcol = False
@@ -135,9 +134,6 @@
if has_uv:
uvcoord = uv[j][0], uv[j][1]
uvcoord_key = rvec2d(uvcoord)
- elif has_uv_vertex:
- uvcoord = v.uvco[0], v.uvco[1]
- uvcoord_key = rvec2d(uvcoord)
if has_vcol:
color = col[j]
Modified: trunk/py/scripts/addons/io_scene_3ds/export_3ds.py
===================================================================
--- trunk/py/scripts/addons/io_scene_3ds/export_3ds.py 2012-10-08 14:45:50 UTC (rev 3833)
+++ trunk/py/scripts/addons/io_scene_3ds/export_3ds.py 2012-10-08 20:48:29 UTC (rev 3834)
@@ -831,14 +831,8 @@
vert_array = _3ds_array()
for vert in mesh.vertices:
vert_array.add(_3ds_point_3d(vert.co))
- # If the mesh has vertex UVs, create an array of UVs:
- if mesh.sticky:
- uv_array = _3ds_array()
- for uv in mesh.sticky:
- uv_array.add(_3ds_point_uv(uv.co))
- else:
- # no UV at all:
- uv_array = None
+ # no UV at all:
+ uv_array = None
# create the chunk:
mesh_chunk = _3ds_chunk(OBJECT_MESH)
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