Update for removal of image.use_alpha
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d4935729da
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@ -395,9 +395,8 @@ def main(report, File, Path, LayerViewers, MixerViewers, LayerOffset,
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Img = bpy.data.images.new(NameShort+'_A', 128, 128)
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Img.source = 'FILE'
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Img.alpha_mode = AlphaMode
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Img.alpha_mode = 'IGNORE'
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Img.filepath = '%s%s_A%s' % (PathSaveRaw, Name, ExtSave)
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Img.use_alpha = False
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Tex.image = Img
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@ -938,8 +938,10 @@ class IMPORT_IMAGE_OT_to_plane(Operator, AddObjectHelper):
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return plane
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def apply_image_options(self, image):
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image.use_alpha = self.use_transparency
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image.alpha_mode = self.alpha_mode
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if self.use_transparency == False:
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image.alpha_mode = 'IGNORE'
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else:
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image.alpha_mode = self.alpha_mode
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if self.relative:
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try: # can't always find the relative path (between drive letters on windows)
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@ -1336,7 +1336,7 @@ def fbx_data_texture_file_elements(root, blender_tex_key, scene_data):
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elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
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alpha_source = 0 # None
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if img.use_alpha:
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if img.alpha_mode != 'IGNORE':
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# ~ if tex.texture.use_calculate_alpha:
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# ~ alpha_source = 1 # RGBIntensity as alpha.
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# ~ else:
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@ -2774,7 +2774,8 @@ def appearance_LoadImageTexture(imageTexture, ancestry, node):
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# KNOWN BUG; PNGs with a transparent color are not perceived
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# as transparent. Need alpha channel.
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bpyima.use_alpha = bpyima.depth in {32, 128}
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if bpyima.depth not in {32, 128}:
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bpyima.alpha_mode = 'IGNORE'
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return bpyima
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@ -2822,7 +2823,7 @@ def appearance_LoadTexture(tex_node, ancestry, node):
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def appearance_ExpandCachedMaterial(bpymat):
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if 0 and bpymat.texture_slots[0] is not None:
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bpyima = bpymat.texture_slots[0].texture.image
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tex_has_alpha = bpyima.use_alpha
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tex_has_alpha = bpyima.alpha_mode not in {'IGNORE', 'CHANNEL_PACKED'}
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return (bpymat, bpyima, tex_has_alpha)
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return (bpymat, None, False)
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@ -2861,7 +2862,7 @@ def appearance_Create(vrmlname, material, tex_node, ancestry, node, is_vcol):
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bpymat.use_vertex_color_paint = True
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if 0 and bpyima:
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tex_has_alpha = bpyima.use_alpha
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tex_has_alpha = bpyima.alpha_mode not in {'IGNORE', 'CHANNEL_PACKED'}
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texture = bpy.data.textures.new(bpyima.name, 'IMAGE')
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texture.image = bpyima
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@ -2873,7 +2874,7 @@ def appearance_Create(vrmlname, material, tex_node, ancestry, node, is_vcol):
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mtex.use_map_diffuse = True
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mtex.use = True
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if bpyima.use_alpha:
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if tex_has_alpha:
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bpymat.use_transparency = True
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mtex.use_map_alpha = True
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mtex.alpha_factor = 0.0
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@ -2971,7 +2972,8 @@ def appearance_LoadPixelTexture(pixelTexture, ancestry):
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print("ImportX3D warning: pixel count in PixelTexture is off")
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bpyima = bpy.data.images.new("PixelTexture", w, h, has_alpha, True)
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bpyima.use_alpha = has_alpha
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if not has_alpha:
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bpyima.alpha_mode = 'IGNORE'
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# Conditional above the loop, for performance
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if plane_count == 3: # RGB
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