- "Color1": material_tex_image("tex_diffuse"),
- "Color2": material_tex_image("tex_decal")
+ "A": material_tex_image("tex_diffuse"),
+ "B": material_tex_image("tex_decal")
- if mat.cv_data.skate_surface: flags |= 0x1
- if mat.cv_data.collision: flags |= 0x2
+ if mat.cv_data.collision:
+ flags |= 0x2
+ if mat.cv_data.skate_surface: flags |= 0x1
+ if mat.cv_data.grind_surface: flags |= (0x8|0x1)
+
+ #}
+ else:
+ #{
+ li1 = tri.loops[(j+1)%3]
+ vi1 = data.loops[li1].vertex_index
+ e0 = data.edges[ data.loops[li].edge_index ]
+
+ if e0.use_freestyle_mark and \
+ ((e0.vertices[0] == vi and e0.vertices[1] == vi1) or \
+ (e0.vertices[0] == vi1 and e0.vertices[1] == vi)):
+ #{
+ weights[0] = 1
+ #}
+ #}
_.layout.prop( active_mat.cv_data, "shader" )
_.layout.prop( active_mat.cv_data, "surface_prop" )
_.layout.prop( active_mat.cv_data, "collision" )
if active_mat.cv_data.collision:
_.layout.prop( active_mat.cv_data, "skate_surface" )
_.layout.prop( active_mat.cv_data, "shader" )
_.layout.prop( active_mat.cv_data, "surface_prop" )
_.layout.prop( active_mat.cv_data, "collision" )
if active_mat.cv_data.collision:
_.layout.prop( active_mat.cv_data, "skate_surface" )
_.layout.prop( active_mat.cv_data, "grow_grass" )
if active_mat.cv_data.shader == "terrain_blend":
_.layout.prop( active_mat.cv_data, "grow_grass" )
if active_mat.cv_data.shader == "terrain_blend":