fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
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@@ -33,7 +33,7 @@ class MESH_MT_vertex_group_specials(bpy.types.Menu):
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layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all=True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all = True
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class MESH_MT_shape_key_specials(bpy.types.Menu):
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@@ -163,7 +163,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
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layout.prop(ob, "hide_render", text="Invisible")
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@@ -1007,7 +1007,7 @@ class TEXTURE_PT_influence(TextureSlotPanel, bpy.types.Panel):
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row = layout.row()
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# only show bump settings if activated but not for normalmap images
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row.active = tex.use_map_normal and not( tex.texture.type == 'IMAGE' and tex.texture.use_normal_map )
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row.active = tex.use_map_normal and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map)
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col = row.column()
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col.prop(tex, "bump_method", text="Method")
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@@ -1169,7 +1169,6 @@ class WM_OT_addon_install(bpy.types.Operator):
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else:
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os.remove(f_full)
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def execute(self, context):
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import traceback
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import zipfile
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@@ -1217,7 +1216,6 @@ class WM_OT_addon_install(bpy.types.Operator):
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self.report({'WARNING'}, "File already installed to %r\n" % path_dest)
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return {'CANCELLED'}
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#if not compressed file just copy into the addon path
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try:
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shutil.copyfile(pyfile, path_dest)
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@@ -1130,8 +1130,10 @@ static void do_material_tex(GPUShadeInput *shi)
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if( mtex->texflag & MTEX_BUMP_TEXTURESPACE ) {
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float ima_x= 512.0f, ima_y= 512.f; // prevent calling textureSize, glsl 1.3 only
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ImBuf *ibuf= BKE_image_get_ibuf(tex->ima, &tex->iuser);
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if(ibuf)
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ima_x= ibuf->x; ima_y= ibuf->y;
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if(ibuf) {
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ima_x= ibuf->x;
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ima_y= ibuf->y;
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}
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GPU_link( mat, "mtex_bump_apply_texspace",
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fDet, dBs, dBt, vR1, vR2,
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