]> git.tdb.fi Git - libs/gl.git/commitdiff
Only use texunit zero in exporter-generated techniques
authorMikko Rasa <tdb@tdb.fi>
Sun, 12 May 2019 06:59:53 +0000 (09:59 +0300)
committerMikko Rasa <tdb@tdb.fi>
Sun, 12 May 2019 06:59:53 +0000 (09:59 +0300)
It does not make much sense to use anything else without shaders, and
accessing the mesh to find out unit numbers is getting in the way of
some other changes.

blender/io_mspgl/export_object.py

index 84c0a78114a83752d6ae33bf2a49b9bb97e2abbf..abe33630ce29b76b6233dd2173d42acfe95adb2a 100644 (file)
@@ -159,11 +159,7 @@ class ObjectExporter:
                                out_file.begin("material")
                                out_file.write("diffuse", 1.0, 1.0, 1.0, 1.0)
                                out_file.end()
-                               index = 0
-                               for u in mesh.uv_layers:
-                                       if u.name=="material_tex":
-                                               index = u.unit
-                               out_file.begin("texunit", index)
+                               out_file.begin("texunit", 0)
                                out_file.begin("texture2d")
                                out_file.write("min_filter", "NEAREST")
                                out_file.write("mag_filter", "NEAREST")
@@ -183,34 +179,26 @@ class ObjectExporter:
                                out_file.end()
 
                        if self.textures!="NONE":
+                               diffuse_tex = None
                                for slot in material.texture_slots:
-                                       if not slot:
-                                               continue
+                                       if slot and slot.texture.type=="IMAGE" and slot.use_map_color_diffuse:
+                                               diffuse_tex = slot.texture
+                                               break
 
-                                       tex = slot.texture
-                                       if tex.type!="IMAGE":
-                                               continue
-
-                                       if slot.uv_layer:
-                                               for u in mesh.uv_layers:
-                                                       if u.name==slot.uv_layer:
-                                                               index = u.unit
-                                       else:
-                                               index = mesh.uv_layers[0].unit
-
-                                       out_file.begin("texunit", index)
+                               if diffuse_tex:
+                                       out_file.begin("texunit", 0)
                                        if self.textures=="INLINE":
                                                out_file.begin("texture2d")
                                                out_file.write("min_filter", "LINEAR")
-                                               out_file.write("storage", "RGBA", tex.image.size[0], tex.image.size[1])
+                                               out_file.write("storage", "RGBA", diffuse_tex.image.size[0], diffuse_tex.image.size[1])
                                                texdata = '"'
-                                               for p in tex.image.pixels:
+                                               for p in diffuse_tex.image.pixels:
                                                        texdata += "\\x%02X"%int(p*255)
                                                texdata += '"'
                                                out_file.write("raw_data", texdata)
                                                out_file.end()
                                        else:
-                                               out_file.write("texture", '"%s"'%image_name(tex.image))
+                                               out_file.write("texture", '"%s"'%image_name(diffuse_tex.image))
                                        out_file.end()
 
                out_file.end()