Remove not used world generation callback

This commit is contained in:
Moritz Brückner 2020-07-01 21:11:25 +02:00
parent 70b0219a05
commit d9231f6f9a

View file

@ -10,14 +10,14 @@ import arm.node_utils as node_utils
import arm.utils
import arm.write_probes as write_probes
callback = None
# See make.py
shader_datas = []
def build():
worlds = []
for scene in bpy.data.scenes:
# Only export worlds from enabled scenes
# Only export worlds from enabled scenes that are not yet exported
if scene.arm_export and scene.world is not None and scene.world not in worlds:
worlds.append(scene.world)
create_world_shaders(scene.world)
@ -90,9 +90,6 @@ def build_node_tree(world: bpy.types.World, frag: Shader, vert: Shader):
rpdat = arm.utils.get_rp()
wrd = bpy.data.worlds['Arm']
if callback is not None:
callback()
# Traverse world node tree
is_parsed = False
if world.node_tree is not None: