if mat.array_atlas:
self.layout.prop(mat, "array_layer")
+class MspGLTextureProperties(bpy.types.Panel):
+ bl_idname = "TEXTURE_PT_mspgl_properties"
+ bl_label = "MspGL properties"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "texture"
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.active_object.active_material
+ return mat is not None and mat.active_texture is not None
+
+ def draw(self, context):
+ tex = context.active_object.active_material.active_texture
+ if not tex:
+ return
+
+ self.layout.prop(tex, "default_filter")
+
def register_properties():
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.srgb_colors = bpy.props.BoolProperty(name="sRGB colors", description="Export material colors as sRGB instead of linear", default=True)
bpy.types.Material.array_atlas = bpy.props.BoolProperty(name="Texture array atlas", description="The material is stored in a texture array")
bpy.types.Material.array_layer = bpy.props.IntProperty("Texture array layer", description="Layer of the texture array atlas to use")
+
+ bpy.types.Texture.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")