X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=blender%2Fio_mspgl%2Fproperties.py;h=0d5a6d46e044f4374c231761997753b3ea24e908;hp=91f3c56bb2f6725116e54f220037f2916cf9633b;hb=86721a55699193e63c76e8a0a7b0ced0416c1cce;hpb=e891021affc89a329d65b526744ebd38589cae32 diff --git a/blender/io_mspgl/properties.py b/blender/io_mspgl/properties.py index 91f3c56b..0d5a6d46 100644 --- a/blender/io_mspgl/properties.py +++ b/blender/io_mspgl/properties.py @@ -20,7 +20,7 @@ class MspGLMeshProperties(bpy.types.Panel): 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") @@ -28,10 +28,10 @@ class MspGLMeshProperties(bpy.types.Panel): 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") + col.prop(mesh, "tangent_vecs") + col.prop(mesh, "tangent_uvtex") class MspGLObjectProperties(bpy.types.Panel): bl_idname = "OBJECT_PT_mspgl_properties" @@ -64,35 +64,77 @@ class MspGLMaterialProperties(bpy.types.Panel): if not mat: return - self.layout.prop(mat, "technique") - self.layout.prop(mat, "inherit_tech") - if mat.inherit_tech: - self.layout.prop(mat, "override_material") - self.layout.prop(mat, "srgb_colors") + self.layout.prop(mat, "render_mode") + if mat.render_mode=='CUSTOM': + self.layout.prop(mat, "shader") + elif mat.render_mode=='EXTERNAL': + self.layout.prop(mat, "technique") self.layout.prop(mat, "array_atlas") if mat.array_atlas: self.layout.prop(mat, "array_layer") - -class MspGLTextureProperties(bpy.types.Panel): - bl_idname = "TEXTURE_PT_mspgl_properties" + 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") + self.layout.template_list("MATERIAL_UL_mspgl_uniforms", "", mat, "uniforms", mat, "active_uniform_index") + row = self.layout.row() + row.operator("material.add_uniform") + row.operator("material.remove_uniform") + + if mat.active_uniform_index