mesh = context.active_object.data
self.layout.prop(mesh, "smoothing")
- self.layout.prop(mesh, "use_strips")
+ self.layout.prop(mesh, "use_patches")
+ if not mesh.use_patches:
+ self.layout.prop(mesh, "use_strips")
self.layout.separator()
col = self.layout.column()
col.label(text="Data selection")
- col.prop(mesh, "use_lines")
+ if not mesh.use_patches:
+ col.prop(mesh, "use_lines")
col.prop(mesh, "vertex_groups")
col.prop(mesh, "max_groups_per_vertex")
("MSPGL", "MspGL", "Compute vertex normals internally")))
bpy.types.Mesh.use_lines = bpy.props.BoolProperty(name="Include lines", description="Include edges without faces as lines", default=False)
bpy.types.Mesh.use_strips = bpy.props.BoolProperty(name="Use strips", description="Combine the mesh's triangles into triangle strips", default=True)
+ bpy.types.Mesh.use_patches = bpy.props.BoolProperty(name="Export as patches", description="Export faces as patches, suitable for tessellation", default=False)
bpy.types.Mesh.vertex_groups = bpy.props.BoolProperty(name="Vertex groups", description="Include vertex groups and weights", default=False)
bpy.types.Mesh.max_groups_per_vertex = bpy.props.IntProperty(name="Max groups", description="Maximum amount of groups per vertex", min=1, max=4, default=2)
bpy.types.Mesh.use_uv = bpy.props.EnumProperty(name="Use UV", description="Use UV coordinates", default="UNIT0",