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authorMatt Ebb <matt@mke3.net>2010-03-18 01:54:55 +0300
committerMatt Ebb <matt@mke3.net>2010-03-18 01:54:55 +0300
commit045d33dae056d4ede4a2dc5d62b1306b01425842 (patch)
tree42b1f742a4206b54fd5958d2b520f0f6203ac860 /release/scripts/ui/properties_material.py
parent634b750cbbeab549c0b083a382e694c9412ea491 (diff)
Fixed a crash switching to brush texture nodes
Also removed some python code to check for node materials within the material and texture properties. It seems to go fine without it, and this should be handled by context instead.
Diffstat (limited to 'release/scripts/ui/properties_material.py')
-rw-r--r--release/scripts/ui/properties_material.py56
1 files changed, 22 insertions, 34 deletions
diff --git a/release/scripts/ui/properties_material.py b/release/scripts/ui/properties_material.py
index 13bfd7a7f5d..d178df7d79e 100644
--- a/release/scripts/ui/properties_material.py
+++ b/release/scripts/ui/properties_material.py
@@ -23,18 +23,6 @@ from rna_prop_ui import PropertyPanel
narrowui = 180
-def active_node_mat(mat):
- # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
- # which settings from node-materials are used
- if mat:
- mat_node = mat.active_node_material
- if mat_node:
- return mat_node
- else:
- return mat
-
- return None
-
class MATERIAL_MT_sss_presets(bpy.types.Menu):
bl_label = "SSS Presets"
@@ -148,14 +136,14 @@ class MATERIAL_PT_shading(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
wide_ui = context.region.width > narrowui
if mat.type in ('SURFACE', 'WIRE'):
@@ -259,14 +247,14 @@ class MATERIAL_PT_options(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
wide_ui = context.region.width > narrowui
split = layout.split()
@@ -305,14 +293,14 @@ class MATERIAL_PT_shadow(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
wide_ui = context.region.width > narrowui
split = layout.split()
@@ -342,14 +330,14 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
wide_ui = context.region.width > narrowui
split = layout.split()
@@ -413,14 +401,14 @@ class MATERIAL_PT_specular(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
wide_ui = context.region.width > narrowui
layout.active = (not mat.shadeless)
@@ -483,12 +471,12 @@ class MATERIAL_PT_sss(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
@@ -497,7 +485,7 @@ class MATERIAL_PT_sss(MaterialButtonsPanel):
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
sss = mat.subsurface_scattering
wide_ui = context.region.width > narrowui
@@ -535,19 +523,19 @@ class MATERIAL_PT_mirror(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
- raym = active_node_mat(context.material).raytrace_mirror
+ raym = context.material.raytrace_mirror
self.layout.prop(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
raym = mat.raytrace_mirror
wide_ui = context.region.width > narrowui
@@ -594,19 +582,19 @@ class MATERIAL_PT_transp(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
rayt = mat.raytrace_transparency
wide_ui = context.region.width > narrowui
@@ -661,19 +649,19 @@ class MATERIAL_PT_transp_game(MaterialButtonsPanel):
COMPAT_ENGINES = {'BLENDER_GAME'}
def poll(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
engine = context.scene.render.engine
return mat and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
- mat = active_node_mat(context.material)
+ mat = context.material
self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
- mat = active_node_mat(context.material)
+ mat = context.material
rayt = mat.raytrace_transparency
wide_ui = context.region.width > narrowui