glTF exporter: fix getting uv_layer in certain cases
uv_textures > uv_layers
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@ -90,7 +90,7 @@ def __gather_tex_coord(blender_shader_sockets_or_texture_slots, export_settings)
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# Try to gather map index.
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for blender_mesh in bpy.data.meshes:
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texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map)
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texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
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if texCoordIndex >= 0:
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return texCoordIndex
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@ -90,7 +90,7 @@ def __gather_tex_coord(blender_shader_sockets_or_texture_slots, export_settings)
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# Try to gather map index.
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for blender_mesh in bpy.data.meshes:
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texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map)
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texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
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if texCoordIndex >= 0:
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return texCoordIndex
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@ -85,7 +85,7 @@ def __gather_tex_coord(blender_shader_sockets_or_texture_slots, export_settings)
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# Try to gather map index.
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for blender_mesh in bpy.data.meshes:
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texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map)
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texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
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if texCoordIndex >= 0:
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return texCoordIndex
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@ -318,7 +318,7 @@ def get_texcoord_index_from_shader_node(glTF, name, shader_node):
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# Try to gather map index.
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for blender_mesh in bpy.data.meshes:
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texCoordIndex = blender_mesh.uv_textures.find(input_node.uv_map)
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texCoordIndex = blender_mesh.uv_layers.find(input_node.uv_map)
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if texCoordIndex >= 0:
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return texCoordIndex
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