self.layout.separator()
col = self.layout.column()
- col.label("Data selection")
+ col.label(text="Data selection")
col.prop(mesh, "use_lines")
col.prop(mesh, "vertex_groups")
col.prop(mesh, "max_groups_per_vertex")
self.layout.separator()
col = self.layout.column()
- col.label("Texturing")
+ col.label(text="Texturing")
col.prop(mesh, "use_uv")
col.prop(mesh, "tbn_vecs")
col.prop(mesh, "tbn_uvtex")
self.layout.prop(mat, "array_atlas")
if mat.array_atlas:
self.layout.prop(mat, "array_layer")
+ self.layout.prop(mat, "material_map")
class MspGLTextureProperties(bpy.types.Panel):
bl_idname = "TEXTURE_PT_mspgl_properties"
self.layout.prop(tex, "default_filter")
+classes = [MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties, MspGLTextureProperties]
+
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.Material.material_map = bpy.props.BoolProperty(name="Material map", description="Make this material part of a material map")
bpy.types.Texture.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
+
+ for c in classes:
+ bpy.utils.register_class(c)
+
+def unregister_properties():
+ for c in classes:
+ bpy.utils.unregister_class(c)