Added tangent_v and tangent space modes to python material modes.
removed polyfill from Mathutils docs
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@@ -355,6 +355,8 @@ static PyObject *Material_ModesDict( void )
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PyConstant_Insert(c, "RAYMIRROR", PyInt_FromLong(MA_RAYMIRROR));
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PyConstant_Insert(c, "ZTRA", PyInt_FromLong(MA_ZTRA));
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PyConstant_Insert(c, "RAYTRANSP", PyInt_FromLong(MA_RAYTRANSP));
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PyConstant_Insert(c, "TANGENT_V", PyInt_FromLong(MA_TANGENT_V));
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PyConstant_Insert(c, "NMAP_TS", PyInt_FromLong(MA_NORMAP_TANG));
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}
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return Modes;
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@@ -64,6 +64,8 @@ Example::
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- TANGENTSTR - Uses direction of strands as normal for tangent-shading.
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- TRANSPSHADOW - Lets Material receive transparent shadows based on material color and alpha.
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- FULLOSA - Force rendering of all OSA samples.
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- TANGENT_V - Use the tangent vector in V direction for shading
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- NMAP_TS - Tangent space normal mapping.
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@type Shaders: readonly dictionary
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@var Shaders: The available Material Shaders.
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@@ -116,17 +116,6 @@ def LineIntersect(vec1, vec2, vec3, vec4):
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@return: A tuple with the points on each line respectively closest to the other.
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"""
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def PolyFill(polylines):
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"""
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Takes a list of polylines and calculates triangles that would fill in the polylines.
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Multiple lines can be used to make holes inside a polyline, or fill in 2 seperate lines at once.
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@type polylines: List of lists containing vectors, each representing a closed polyline.
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@rtype: list
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@return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
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@note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
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"""
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def CopyVec(vector):
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"""
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Create a copy of the Vector object.
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