m.tex_diffuse = sr_compile_texture(inf['tex_diffuse'])
#}
+ if mat.SR_data.tex_diffuse_rt >= 0:#{
+ m.tex_diffuse = 0x80000000 | mat.SR_data.tex_diffuse_rt
+ #}
+
sr_compile.material_data.extend( bytearray(m) )
return index
#}
_.layout.prop( active_mat.SR_data, "shader" )
_.layout.prop( active_mat.SR_data, "surface_prop" )
_.layout.prop( active_mat.SR_data, "collision" )
+ _.layout.prop( active_mat.SR_data, "tex_diffuse_rt" )
if active_mat.SR_data.collision:#{
box = _.layout.box()
cubemap: bpy.props.PointerProperty( \
type=bpy.types.Object, name="cubemap", \
poll=lambda self,obj: sr_filter_ent_type(obj,['ent_cubemap']))
+
+ tex_diffuse_rt: bpy.props.IntProperty( name="diffuse: RT index", default=-1 )
#}
# ---------------------------------------------------------------------------- #