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UPBGE: Remove material_mode in python UI scripts.
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panzergame committed Feb 17, 2016
1 parent bed723a commit 1f42eae
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Showing 2 changed files with 11 additions and 18 deletions.
23 changes: 10 additions & 13 deletions release/scripts/startup/bl_ui/properties_game.py
Original file line number Diff line number Diff line change
Expand Up @@ -395,21 +395,18 @@ def draw(self, context):

gs = context.scene.game_settings

layout.prop(gs, "material_mode", expand=True)

if gs.material_mode == 'GLSL':
split = layout.split()
split = layout.split()

col = split.column()
col.prop(gs, "use_world_material")
col.prop(gs, "use_glsl_lights", text="Lights")
col.prop(gs, "use_glsl_shaders", text="Shaders")
col.prop(gs, "use_glsl_shadows", text="Shadows")
col = split.column()
col.prop(gs, "use_world_material")
col.prop(gs, "use_glsl_lights", text="Lights")
col.prop(gs, "use_glsl_shaders", text="Shaders")
col.prop(gs, "use_glsl_shadows", text="Shadows")

col = split.column()
col.prop(gs, "use_glsl_ramps", text="Ramps")
col.prop(gs, "use_glsl_nodes", text="Nodes")
col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
col = split.column()
col.prop(gs, "use_glsl_ramps", text="Ramps")
col.prop(gs, "use_glsl_nodes", text="Nodes")
col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")


class RENDER_PT_game_system(RenderButtonsPanel, Panel):
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6 changes: 1 addition & 5 deletions release/scripts/startup/bl_ui/space_view3d.py
Original file line number Diff line number Diff line change
Expand Up @@ -3222,21 +3222,17 @@ def draw(self, context):

view = context.space_data
scene = context.scene
gs = scene.game_settings
obj = context.object

col = layout.column()

if not scene.render.use_shading_nodes:
col.prop(gs, "material_mode", text="")

if view.viewport_shade == 'SOLID':
col.prop(view, "show_textured_solid")
col.prop(view, "use_matcap")
if view.use_matcap:
col.template_icon_view(view, "matcap_icon")
if view.viewport_shade == 'TEXTURED' or context.mode == 'PAINT_TEXTURE':
if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
if scene.render.use_shading_nodes:
col.prop(view, "show_textured_shadeless")

col.prop(view, "show_backface_culling")
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