diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2013-01-22 22:42:16 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2013-01-22 22:42:16 +0400 |
commit | 13f890a26c59e2ce35cd5048e4d235c22fff8fa2 (patch) | |
tree | 15a13696295d83649737f30831d8a40f0d35cc0e /release | |
parent | 6740b4f73aacec65d5110a4773b55944ab022510 (diff) |
Game Engine UI: Image Sampling Texture Panel cleanup
removing non-GE supported features.
The idea of splitting the draw() function comes from Campbell Barton.
Review from him as well.
The main reason for not implement this in properties_games.py is to make sure the
panel is in the same order for both BI and BGE engines.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_texture.py | 33 |
1 files changed, 33 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py index 6397ed4378e..9e8fd0470cf 100644 --- a/release/scripts/startup/bl_ui/properties_texture.py +++ b/release/scripts/startup/bl_ui/properties_texture.py @@ -432,6 +432,12 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): + if context.scene.render.engine == 'BLENDER_GAME': + self.draw_bge(context) + else: + self.draw_bi(context) + + def draw_bi(self, context): layout = self.layout idblock = context_tex_datablock(context) @@ -468,6 +474,33 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): texture_filter_common(tex, col) + def draw_bge(self, context): + layout = self.layout + + idblock = context_tex_datablock(context) + tex = context.texture + slot = getattr(context, "texture_slot", None) + + split = layout.split() + + col = split.column() + col.label(text="Alpha:") + col.prop(tex, "use_calculate_alpha", text="Calculate") + col.prop(tex, "invert_alpha", text="Invert") + + col = split.column() + + #Only for Material based textures, not for Lamp/World... + if slot and isinstance(idblock, Material): + col.prop(tex, "use_normal_map") + row = col.row() + row.active = tex.use_normal_map + row.prop(slot, "normal_map_space", text="") + + row = col.row() + row.active = not tex.use_normal_map + row.prop(tex, "use_derivative_map") + class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): bl_label = "Image Mapping" |