]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Remove unfinished light properties panel from the blender exporter
[libs/gl.git] / blender / io_mspgl / properties.py
index 236e79f30118fa80b377f5580caac99adb3f2e69..128b3c53b0010998290c7fea82a7b3aa12f6cdfe 100644 (file)
@@ -131,27 +131,8 @@ class MspGLTextureNodeProperties(bpy.types.Panel):
                if not node:
                        return
 
-               self.layout.prop(node, "default_filter")
-               if not node.default_filter:
-                       self.layout.prop(node, "use_mipmap")
-                       self.layout.prop(node, "max_anisotropy")
-
-class MspGLLightProperties(bpy.types.Panel):
-       bl_idname = "LIGHT_PT_mspgl_properties"
-       bl_label = "MspGL properties"
-       bl_space_type = "PROPERTIES"
-       bl_region_type = "WINDOW"
-       bl_context = "data"
-
-       @classmethod
-       def poll(cls, context):
-               return context.active_object.type=="LIGHT"
-
-       def draw(self, context):
-               light = context.active_object.data
-
-               if light.use_shadow:
-                       self.layout.prop(light, "shadow_map_size")
+               self.layout.prop(node, "use_mipmap")
+               self.layout.prop(node, "max_anisotropy")
 
 class MspGLRenderProperties(bpy.types.Panel):
        bl_idname = "WORLD_PT_mspgl_properties"
@@ -183,7 +164,7 @@ class MspGLUniformList(bpy.types.UIList):
                        layout.label(text="({})".format(", ".join("{:.3f}".format(v) for v in uniform.values[:uniform.size])))
 
 classes = [MspGLSceneProperties, MspGLMeshProperties, MspGLObjectProperties, MspGLMaterialProperties,
-       MspGLTextureNodeProperties, MspGLLightProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
+       MspGLTextureNodeProperties, MspGLRenderProperties, MspGLUniform, MspGLUniformList]
 
 def register_properties():
        for c in classes:
@@ -239,7 +220,6 @@ def register_properties():
        bpy.types.Material.uniforms = bpy.props.CollectionProperty(type=MspGLUniform, name="Uniform", description="Uniform variables to add to the technique")
        bpy.types.Material.active_uniform_index = bpy.props.IntProperty("Active uniform index")
 
-       bpy.types.ShaderNodeTexImage.default_filter = bpy.props.BoolProperty(name="Default filter", description="Let the loading program determine filtering options")
        bpy.types.ShaderNodeTexImage.use_mipmap = bpy.props.BoolProperty(name="Use mipmaps", description="Use mipmaps (automatically generated) for the texture", default=True)
        bpy.types.ShaderNodeTexImage.max_anisotropy = bpy.props.FloatProperty(name="Maximum anisotropy", description="Maximum anisotropy to use in texture filtering", min=1, max=16, default=1)