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.
This commit is contained in:
Brecht Van Lommel
2011-11-23 17:25:25 +00:00
parent 28fb329419
commit 2345efc6c5
30 changed files with 75 additions and 75 deletions

View File

@@ -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