]> git.tdb.fi Git - libs/gl.git/blobdiff - blender/io_mspgl/properties.py
Remove default sampler from Texture
[libs/gl.git] / blender / io_mspgl / properties.py
index 236e79f30118fa80b377f5580caac99adb3f2e69..744630f70ca8dd505073beb2ed86e735ba808cf9 100644 (file)
@@ -131,10 +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")
+               self.layout.prop(node, "use_mipmap")
+               self.layout.prop(node, "max_anisotropy")
 
 class MspGLLightProperties(bpy.types.Panel):
        bl_idname = "LIGHT_PT_mspgl_properties"
@@ -239,7 +237,6 @@ 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)