示例#1
0
    def update_shader_texture_reflection(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(
                material, self.shader_texture_reflection, 'reflection')
示例#2
0
    def update_shader_texture_flakenoise(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(
                material, self.shader_texture_flakenoise, 'flakenoise')
示例#3
0
    def update_shader_texture_paintjob(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_paintjob,
                                                 'paintjob')
示例#4
0
    def update_shader_texture_lightmap(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_lightmap,
                                                 'lightmap')
示例#5
0
    def update_shader_texture_iamod(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_iamod,
                                                 'iamod')
示例#6
0
    def update_shader_texture_mult(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_mult,
                                                 'mult')
示例#7
0
    def update_shader_texture_oclu(self, context):

        material = _material_utils.get_material_from_context(context)

        if material:
            _material_utils.update_texture_slots(material,
                                                 self.shader_texture_oclu,
                                                 'oclu')