Fix #19633: material & texture didn't use autocomplete for

selecting uv layers yet.
This commit is contained in:
Brecht Van Lommel 2009-10-19 11:00:43 +00:00
parent c19e7197aa
commit 05d33dc6af
2 changed files with 6 additions and 2 deletions

@ -150,7 +150,9 @@ class MATERIAL_PT_strand(MaterialButtonsPanel):
col = split.column()
col.itemL(text="Shading:")
col.itemR(tan, "width_fade")
col.itemR(tan, "uv_layer")
ob = context.object
if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="")
else: col.itemR(tan, "uv_layer", text="")
col.itemS()
sub = col.column()
sub.active = (not mat.shadeless)

@ -171,7 +171,9 @@ class TEXTURE_PT_mapping(TextureSlotPanel):
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.itemL(text="Layer:")
split.itemR(tex, "uv_layer", text="")
ob = context.object
if ob and ob.type == 'MESH': split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
else: split.itemR(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.itemL(text="Object:")