if mat.SR_data.shader == 'boundary':#{
m.shader = 6
#}
+
+ if mat.SR_data.shader == 'fxglow':#{
+ m.shader = 7
+ #}
inf = material_info( mat )
if mat.SR_data.shader == 'standard' or \
mat.SR_data.shader == 'standard_cutout' or \
mat.SR_data.shader == 'terrain_blend' or \
- mat.SR_data.shader == 'vertex_blend':
- #{
+ mat.SR_data.shader == 'vertex_blend' or \
+ mat.SR_data.shader == 'fxglow': #{
if 'tex_diffuse' in inf:
m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
#}
('vertex_blend', "vertex_blend", ''),
('water',"water",''),
('invisible','Invisible',''),
- ('boundary','Boundary','')
+ ('boundary','Boundary',''),
+ ('fxglow','FX Glow',''),
])
surface_prop: bpy.props.EnumProperty(
cv_view_shader, 'LINES', \
{ "pos":cv_view_verts, "color":cv_view_colours })
- lines.draw( cv_view_shader )
+ if bpy.context.scene.SR_data.gizmos:
+ lines.draw( cv_view_shader )
cv_view_verts = []
cv_view_colours = []
p0 = center + (axis + vx*c0 + vy*s0).normalized() * size
p1 = center + (axis + vx*c1 + vy*s1).normalized() * size
- col0 = ( abs(c0), abs(s0), 0.0, 1.0 )
- col1 = ( abs(c1), abs(s1), 0.0, 1.0 )
+ col0 = ( abs(c0), abs(s0), 0.0 )
+ col1 = ( abs(c1), abs(s1), 0.0 )
cv_view_verts += [center, p0, p0, p1]
cv_view_colours += [ (0,0,0), col0, col0, col1 ]