From 2345efc6c5612da7f2a627ceb6bf0b7a828a676b Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Wed, 23 Nov 2011 17:25:25 +0000 Subject: Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface, by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway. --- doc/python_api/rst/gpu.rst | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'doc') diff --git a/doc/python_api/rst/gpu.rst b/doc/python_api/rst/gpu.rst index 2ca7fdda9d5..2400e0476b3 100644 --- a/doc/python_api/rst/gpu.rst +++ b/doc/python_api/rst/gpu.rst @@ -278,7 +278,7 @@ layer that contains the vertex attribute. .. data:: CD_MTFACE - Vertex attribute is a UV layer. Data type is vector of 2 float. + Vertex attribute is a UV Map. Data type is vector of 2 float. There can be more than one attribute of that type, they are differenciated by name. In blender, you can retrieve the attribute data with: @@ -495,10 +495,10 @@ Functions for uniform in shader['uniforms']: if uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE: print("uniform {0} is using image {1}".format(uniform['varname'], uniform['image'].filepath)) - # scan the attribute list and find the UV layer used in the shader + # scan the attribute list and find the UV Map used in the shader for attribute in shader['attributes']: if attribute['type'] == gpu.CD_MTFACE: - print("attribute {0} is using UV layer {1}".format(attribute['varname'], attribute['name'])) + print("attribute {0} is using UV Map {1}".format(attribute['varname'], attribute['name'])) ***** Notes -- cgit v1.2.3