# Image has alpha
# XXX bitmask won't work?
- blender_material.add_texture(texture, 'UV', {'COLOR', 'ALPHA'})
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_color_diffuse = True
+ mtex.use_map_alpha = True
+
texture.mipmap = True
texture.interpolation = True
texture.use_alpha = True
blender_material.use_transparency = True
blender_material.alpha = 0.0
else:
- blender_material.add_texture(texture, 'UV', 'COLOR')
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_color_diffuse = True
# adds textures to faces (Textured/Alt-Z mode)
# Only apply the diffuse texture to the face if the image has not been set with the inline usemat func.
unique_material_images[context_material_name]= image, has_data # set the texface image
elif type == 'Ka':
- blender_material.add_texture(texture, 'UV', 'AMBIENT')
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_ambient = True
# blender_material.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API
elif type == 'Ks':
- blender_material.add_texture(texture, 'UV', 'SPECULARITY')
-# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_specular = True
+# blender_material.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC)
elif type == 'Bump':
- blender_material.add_texture(texture, 'UV', 'NORMAL')
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_normal = True
# blender_material.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR)
elif type == 'D':
- blender_material.add_texture(texture, 'UV', 'ALPHA')
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_alpha = True
blender_material.z_transparency = True
blender_material.alpha = 0.0
# blender_material.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA)
# Todo, unset deffuse material alpha if it has an alpha channel
elif type == 'refl':
- blender_material.add_texture(texture, 'UV', 'REFLECTION')
+ mtex = blender_material.texture_slots.add()
+ mtex.texture = texture
+ mtex.texture_coords = 'UV'
+ mtex.use_map_reflect = True
# blender_material.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF)