Revision: 19926
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19926
Author:   campbellbarton
Date:     2009-04-25 19:52:04 +0200 (Sat, 25 Apr 2009)

Log Message:
-----------
patch from michael williamson, export multiple UV layers to lightwave
[#18575] remove unused local variables

Modified Paths:
--------------
    trunk/blender/release/scripts/lightwave_export.py
    trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c

Modified: trunk/blender/release/scripts/lightwave_export.py
===================================================================
--- trunk/blender/release/scripts/lightwave_export.py   2009-04-25 17:41:17 UTC 
(rev 19925)
+++ trunk/blender/release/scripts/lightwave_export.py   2009-04-25 17:52:04 UTC 
(rev 19926)
@@ -351,23 +351,28 @@
 # === Generate Per-Face UV Coords (VMAD Chunk) ===
 # ================================================
 def generate_vmad_uv(mesh):
-       data = cStringIO.StringIO()
-       data.write("TXUV")                                       # type
-       data.write(struct.pack(">H", 2))                         # dimension
-       data.write(generate_nstring("Blender's UV Coordinates")) # name
+       layers = mesh.getUVLayerNames()
+       org_uv = mesh.activeUVLayer
+       for l in layers:
+               mesh.activeUVLayer = l
+               data = cStringIO.StringIO()
+               data.write("TXUV")                                       # type
+               data.write(struct.pack(">H", 2))                         # 
dimension
+               data.write(generate_nstring(l)) # name
+               for i, f in enumerate(mesh.faces):
+                       if not i%100:
+                               
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV 
Coordinates")
+                       
+                       uv = f.uv
+                       f_v = f.v
+                       for j in xrange(len(f)-1, -1, -1):             # 
Reverse order
+                               U,V = uv[j]
+                               v = f_v[j].index
+                               data.write(struct.pack(">H", v)) # vertex index
+                               data.write(struct.pack(">H", i)) # face index
+                               data.write(struct.pack(">ff", U, V))
        
-       for i, f in enumerate(mesh.faces):
-               if not i%100:
-                       
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV 
Coordinates")
-               
-               uv = f.uv
-               f_v = f.v
-               for j in xrange(len(f)-1, -1, -1):                      # 
Reverse order
-                       U,V = uv[j]
-                       v = f_v[j].index
-                       data.write(struct.pack(">H", v)) # vertex index
-                       data.write(struct.pack(">H", i)) # face index
-                       data.write(struct.pack(">ff", U, V))
+       mesh.activeUVLayer = org_uv
        return data.getvalue()
 
 # ======================================

Modified: trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c
===================================================================
--- trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c  
2009-04-25 17:41:17 UTC (rev 19925)
+++ trunk/blender/source/blender/nodes/intern/TEX_nodes/TEX_distance.c  
2009-04-25 17:52:04 UTC (rev 19926)
@@ -44,7 +44,6 @@
 static void valuefn(float *out, float *coord, bNode *node, bNodeStack **in, 
short thread)
 {
        float coord1[3], coord2[3];
-       float x, y, z;
 
        tex_input_vec(coord1, in[0], coord, thread);
        tex_input_vec(coord2, in[1], coord, thread);


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