def draw(self, context):
world = context.scene.world
+ if not world:
+ return
self.layout.prop(world, "use_sky")
if world.use_sky:
def draw(self, context):
mesh = context.active_object.data
- self.layout.prop(mesh, "winding_test")
self.layout.prop(mesh, "smoothing")
self.layout.prop(mesh, "use_strips")
self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
- if mat.render_mode!='EXTERNAL':
- self.layout.prop(mat, "material_atlas")
if mat.render_mode=='CUSTOM':
self.layout.separator()
self.layout.label(text="Uniform values")
bpy.types.World.use_sky = bpy.props.BoolProperty(name="Realtime sky", description="Use a realtime rendered sky background", default=False)
bpy.types.World.sun_light = bpy.props.PointerProperty(type=bpy.types.Light, name="Sun", description="Light to use as sun for the sky")
- 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",
items=(("NONE", "None", "No smoothing"),
("BLENDER", "Blender", "Use Blender's vertex normals"),
bpy.types.Material.image_based_lighting = bpy.props.BoolProperty(name="Image based lighting", description="Use an environment map for ambient lighting", default=False)
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.Material.material_atlas = bpy.props.BoolProperty(name="Material atlas", description="Make this material part of a material atlas")
bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniforms", description="Uniform variables to add to the technique")
bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")