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.
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@@ -278,7 +278,7 @@ layer that contains the vertex attribute.
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.. data:: CD_MTFACE
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Vertex attribute is a UV layer. Data type is vector of 2 float.
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Vertex attribute is a UV Map. Data type is vector of 2 float.
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There can be more than one attribute of that type, they are differenciated by name.
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In blender, you can retrieve the attribute data with:
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@@ -495,10 +495,10 @@ Functions
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for uniform in shader['uniforms']:
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if uniform['type'] == gpu.GPU_DYNAMIC_SAMPLER_2DIMAGE:
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print("uniform {0} is using image {1}".format(uniform['varname'], uniform['image'].filepath))
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# scan the attribute list and find the UV layer used in the shader
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# scan the attribute list and find the UV Map used in the shader
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for attribute in shader['attributes']:
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if attribute['type'] == gpu.CD_MTFACE:
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print("attribute {0} is using UV layer {1}".format(attribute['varname'], attribute['name']))
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print("attribute {0} is using UV Map {1}".format(attribute['varname'], attribute['name']))
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*****
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Notes
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