- self.layout.prop(node, "default_filter")
- if not node.default_filter:
- self.layout.prop(node, "use_mipmap")
- self.layout.prop(node, "max_anisotropy")
+ self.layout.prop(node, "use_mipmap")
+ self.layout.prop(node, "max_anisotropy")
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
class MspGLUniform(bpy.types.PropertyGroup):
name: bpy.props.StringProperty(name="Name", description="Name of the uniform variable")
("SCENE", "Scene", "The scene will be exported"),
("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
("SCENE", "Scene", "The scene will be exported"),
("SEQUENCE", "Sequence", "The scene will be exported along with a rendering sequence")))
bpy.types.Scene.use_hdr = bpy.props.BoolProperty(name="High dynamic range", description="Use a range render target with a floating point format", default=False)
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
bpy.types.Mesh.winding_test = bpy.props.BoolProperty(name="Winding test", description="Perform winding test to skip back faces")
bpy.types.Mesh.smoothing = bpy.props.EnumProperty(name="Smoothing", description="Smoothing method to use", default="MSPGL",
bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)
bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)