kopia lustrzana https://github.com/a1studmuffin/SpaceshipGenerator
fix image loading
rodzic
c3d27c0cc2
commit
8c9b0b9d95
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@ -396,27 +396,6 @@ class Material(IntEnum):
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exhaust_burn = 3 # Emissive engine burn material
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glow_disc = 4 # Emissive landing pad disc material
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# Creates a texture given a texture name, texture type, and filename.
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# Uses an image cache dictionary to prevent loading the same asset from disk twice.
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# Returns the texture.
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img_cache = {}
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def get_Image(filename):
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if filename in img_cache:
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# Image has been cached already, so just use that.
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img = img_cache[filename]
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else:
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# We haven't cached this asset yet, so load it from disk.
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try:
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img = bpy.data.images.load(filename, check_existing=True)
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except:
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raise IOError("Cannot load image: %s" % filename)
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img.pack()
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# Cache the asset
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img_cache[filename] = img
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return img
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# Returns shader node
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def getShaderNode(mat):
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@ -471,7 +450,7 @@ def create_materials():
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hull_base_color = (hull_base_color[0], hull_base_color[1], hull_base_color[2], 1.0)
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# Load up the hull normal map
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hull_normal_map = get_Image(resource_path('textures', 'hull_normal.png'))
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hull_normal_map = bpy.data.images.load(resource_path('textures', 'hull_normal.png'), check_existing=True)
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# Build the hull texture
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@ -486,7 +465,7 @@ def create_materials():
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links = ntree.links
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# Add a diffuse layer that sets the window color
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hull_lights_diffuse_map = get_Image(resource_path('textures', 'hull_lights_diffuse.png'))
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hull_lights_diffuse_map = bpy.data.images.load(resource_path('textures', 'hull_lights_diffuse.png'), check_existing=True)
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teximage_diff_node = ntree.nodes.new('ShaderNodeTexImage')
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teximage_diff_node.image = hull_lights_diffuse_map
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teximage_diff_node.projection ='BOX'
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@ -502,7 +481,7 @@ def create_materials():
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# Add an emissive layer that lights up the windows
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hull_lights_emessive_map = get_Image(resource_path('textures', 'hull_lights_emit.png'))
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hull_lights_emessive_map = bpy.data.images.load(resource_path('textures', 'hull_lights_emit.png'), check_existing=True)
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teximage_emit_node = ntree.nodes.new('ShaderNodeTexImage')
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teximage_emit_node.image = hull_lights_emessive_map
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teximage_emit_node.projection ='BOX'
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