X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=b21f45a2bfdc103ec2d130174cbb5fe87e54ba8a;hb=4291fcf9489087492085b70e7960bdb3dbb5dc9c;hp=ef4018264e98613811f1eea0d4be1a0bb4b59be1;hpb=b360bb3cdc7ea3f9f5aba94d11e4f9d4f90c42a7;p=libs%2Fgl.git diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index ef401826..b21f45a2 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -21,6 +21,8 @@ class MspGLWorldProperties(bpy.types.Panel): def draw(self, context): world = context.scene.world + if not world: + return self.layout.prop(world, "use_sky") if world.use_sky: @@ -40,7 +42,6 @@ class MspGLMeshProperties(bpy.types.Panel): 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") @@ -115,11 +116,10 @@ class MspGLMaterialProperties(bpy.types.Panel): if mat.render_mode=='BUILTIN': self.layout.prop(mat, "receive_shadows") self.layout.prop(mat, "image_based_lighting") + self.layout.prop(mat, "instancing") 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") @@ -238,7 +238,6 @@ def register_properties(): 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"), @@ -270,9 +269,9 @@ def register_properties(): bpy.types.Material.active_render_method_index = bpy.props.IntProperty("Active render method index") bpy.types.Material.receive_shadows = bpy.props.BoolProperty(name="Receive shadows", description="Receive shadows from a shadow map", default=True) 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.instancing = bpy.props.BoolProperty(name="Instanced rendering", description="Use instanced draw calls for objects with this material", 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")