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authorCampbell Barton <ideasman42@gmail.com>2017-05-24 16:14:32 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-05-24 16:38:15 +0300
commit7a9ad029dd1d1afe42d54c9c181de887636db7c0 (patch)
treee9281cbe8bb01365a699ffd6f4bbd09a6a91015f /source/blender/collada/EffectExporter.cpp
parent707340edd703ff1fd7c8157eb3cc811913698c8d (diff)
Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having per-face images, see: T51382 for details. To keep the ability to select a per-material edit-image (used with UV-mapping workflow), the material now stores an image which will be set when changing images in edit-mode. This is used as a bake-target when not using Cycles too.
Diffstat (limited to 'source/blender/collada/EffectExporter.cpp')
-rw-r--r--source/blender/collada/EffectExporter.cpp65
1 files changed, 0 insertions, 65 deletions
diff --git a/source/blender/collada/EffectExporter.cpp b/source/blender/collada/EffectExporter.cpp
index 7d9599c8554..978d79077fe 100644
--- a/source/blender/collada/EffectExporter.cpp
+++ b/source/blender/collada/EffectExporter.cpp
@@ -311,58 +311,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
}
}
- int active_uv_layer = -1;
- std::set<Image *> uv_textures;
- if (ob->type == OB_MESH && ob->totcol && this->export_settings->include_uv_textures) {
- bool active_uv_only = this->export_settings->active_uv_only;
- Mesh *me = (Mesh *) ob->data;
- active_uv_layer = CustomData_get_active_layer_index(&me->pdata, CD_MTEXPOLY);
-
- BKE_mesh_tessface_ensure(me);
- for (int i = 0; i < me->pdata.totlayer; i++) {
- if (!active_uv_only || active_uv_layer == i)
- {
- if (me->pdata.layers[i].type == CD_MTEXPOLY) {
- MTexPoly *txface = (MTexPoly *)me->pdata.layers[i].data;
- MPoly *mpoly = me->mpoly;
- for (int j = 0; j < me->totpoly; j++, mpoly++, txface++) {
-
- Material *mat = give_current_material(ob, mpoly->mat_nr + 1);
- if (mat != ma)
- continue;
-
- Image *ima = txface->tpage;
- if (ima == NULL)
- continue;
-
-
- bool not_in_list = uv_textures.find(ima)==uv_textures.end();
- if (not_in_list) {
- std::string name = id_name(ima);
- std::string key(name);
- key = translate_id(key);
-
- // create only one <sampler>/<surface> pair for each unique image
- if (im_samp_map.find(key) == im_samp_map.end()) {
- //<newparam> <sampler> <source>
- COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
- key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
- key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
- sampler.setImageId(key);
- samplers[a] = sampler;
- samp_surf[b] = &samplers[a];
- im_samp_map[key] = b;
- b++;
- a++;
- uv_textures.insert(ima);
- }
- }
- }
- }
- }
- }
- }
-
// used as fallback when MTex->uvname is "" (this is pretty common)
// it is indeed the correct value to use in that case
std::string active_uv(getActiveUVLayerName(ob));
@@ -385,19 +333,6 @@ void EffectsExporter::operator()(Material *ma, Object *ob)
writeTextures(ep, key, sampler, t, ima, uvname);
}
- std::set<Image *>::iterator uv_t_iter;
- int idx;
- for (idx = 0, uv_t_iter = uv_textures.begin(); uv_t_iter != uv_textures.end(); uv_t_iter++, idx++ ) {
- if (active_uv_layer>-1 && idx==active_uv_layer) {
- Image *ima = *uv_t_iter;
- std::string key(id_name(ima));
- key = translate_id(key);
- int i = im_samp_map[key];
- COLLADASW::Sampler *sampler = (COLLADASW::Sampler *)samp_surf[i];
- ep.setDiffuse(createTexture(ima, active_uv, sampler), false, "diffuse");
- }
- }
-
// performs the actual writing
ep.addProfileElements();
bool twoSided = false;