patch from michael williamson, export multiple UV layers to lightwave

[#18575] remove unused local variables
This commit is contained in:
2009-04-25 17:52:04 +00:00
parent 113b438dce
commit dd21e9b626
2 changed files with 21 additions and 17 deletions

View File

@@ -351,23 +351,28 @@ def generate_vmad_vc(mesh):
# === Generate Per-Face UV Coords (VMAD Chunk) === # === Generate Per-Face UV Coords (VMAD Chunk) ===
# ================================================ # ================================================
def generate_vmad_uv(mesh): def generate_vmad_uv(mesh):
data = cStringIO.StringIO() layers = mesh.getUVLayerNames()
data.write("TXUV") # type org_uv = mesh.activeUVLayer
data.write(struct.pack(">H", 2)) # dimension for l in layers:
data.write(generate_nstring("Blender's UV Coordinates")) # name mesh.activeUVLayer = l
data = cStringIO.StringIO()
data.write("TXUV") # type
data.write(struct.pack(">H", 2)) # dimension
data.write(generate_nstring(l)) # name
for i, f in enumerate(mesh.faces):
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
uv = f.uv
f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
U,V = uv[j]
v = f_v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
for i, f in enumerate(mesh.faces): mesh.activeUVLayer = org_uv
if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
uv = f.uv
f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
U,V = uv[j]
v = f_v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
return data.getvalue() return data.getvalue()
# ====================================== # ======================================

View File

@@ -44,7 +44,6 @@ static bNodeSocketType outputs[]= {
static void valuefn(float *out, float *coord, bNode *node, bNodeStack **in, short thread) static void valuefn(float *out, float *coord, bNode *node, bNodeStack **in, short thread)
{ {
float coord1[3], coord2[3]; float coord1[3], coord2[3];
float x, y, z;
tex_input_vec(coord1, in[0], coord, thread); tex_input_vec(coord1, in[0], coord, thread);
tex_input_vec(coord2, in[1], coord, thread); tex_input_vec(coord2, in[1], coord, thread);