Properly use default textures

This commit is contained in:
Mark Mine 2003-10-14 23:33:07 +00:00
parent 6f6c626166
commit f99b1bd350

View File

@ -144,14 +144,12 @@ class Particles(ParticleSystem.ParticleSystem):
self.renderer = SpriteParticleRenderer.SpriteParticleRenderer()
if (self.renderer.getSourceType() ==
SpriteParticleRenderer.SpriteParticleRenderer.STTexture):
t = loader.loadTexture('phase_3/maps/eyes.jpg')
if (t == None):
print "Couldn't find default texture: evil_eye.rgb!"
return None
self.renderer.setTexture(t)
# Use current default texture
# See sourceTextureName SpriteParticleRenderer-extensions.py
self.renderer.setTextureFromFile()
else:
# Use default model file and node
# See SpriteParticleRenderer-extensions.py
# Use current default model file and node
# See sourceFileName and sourceNodeName in SpriteParticleRenderer-extensions.py
self.renderer.setTextureFromNode()
else:
print "unknown renderer type: %s" % type
@ -303,7 +301,7 @@ class Particles(ParticleSystem.ParticleSystem):
file.write(targ + '.renderer.setAlphaMode(BaseParticleRenderer.' + aMode + ')\n')
file.write(targ + '.renderer.setUserAlpha(%.2f)\n' % \
self.renderer.getUserAlpha())
if (self.rendererType == "Point"):
if (self.rendererType == "PointParticleRenderer"):
file.write('# Point parameters\n')
file.write(targ + '.renderer.setPointSize(%.2f)\n' % \
self.renderer.getPointSize())