- documentation updates:
-- add Key module to index page
  -- include cross references for Object.colbits in material descriptions
     within Object, NMesh and Mesh modules
			
			
This commit is contained in:
		| @@ -23,6 +23,7 @@ The Blender Python API Reference | ||||
|   - L{Effect} | ||||
|   - L{Image} | ||||
|   - L{Ipo} | ||||
|   - L{Key} (*) | ||||
|   - L{Lamp} | ||||
|   - L{Lattice} | ||||
|   - L{Library} | ||||
|   | ||||
| @@ -477,6 +477,9 @@ class Mesh: | ||||
|  | ||||
|   @ivar materials: The mesh's materials.  Each mesh can reference up to | ||||
|     16 materials.  Empty slots in the mesh's list are represented by B{None}. | ||||
|     B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly | ||||
|     for each object in order for these materials to be used instead of | ||||
|     the object's materials. | ||||
|   @type materials: list of Materials | ||||
|   @ivar degr: The max angle for auto smoothing in [1,80].   | ||||
|   @type degr: int | ||||
| @@ -589,7 +592,7 @@ class Mesh: | ||||
|     @type edges: tuple(s) of ints or MVerts | ||||
|     @param edges: can be tuples of MVerts or integer indexes (B{note:} will | ||||
|        not work with PVerts) or a sequence (list or tuple) containing two or | ||||
|        tuples. | ||||
|        more tuples. | ||||
|     @rtype: int, None or list | ||||
|     @return: if an edge is found, its index is returned; otherwise None is | ||||
|     returned.  If a sequence of edges is passed, a list is returned. | ||||
|   | ||||
| @@ -447,6 +447,9 @@ class NMesh: | ||||
|     @note: if a user goes to the material buttons window and removes some | ||||
|         mesh's link to a material, that material slot becomes empty. | ||||
|         Previously such materials were ignored. | ||||
|     @note: L{Object.colbits<Object.Object.colbits>} needs to be set correctly | ||||
|         for each object in order for these materials to be used instead of | ||||
|         the object's materials. | ||||
|     """ | ||||
|  | ||||
|   def setMaterials(matlist): | ||||
| @@ -457,6 +460,9 @@ class NMesh: | ||||
|     @type matlist: list of materials | ||||
|     @param matlist: a list with materials, None's also accepted (they become | ||||
|         empty material slots in Blender. | ||||
|     @note: L{Object.colbits<Object.Object.colbits>} needs to be set correctly | ||||
|         for each object in order for these materials to be used instead of | ||||
|         the object's materials. | ||||
|     """ | ||||
|  | ||||
|   def hasVertexColours(flag = None): | ||||
|   | ||||
| @@ -175,6 +175,9 @@ class Object: | ||||
|     @ivar colbits: The Material usage mask. A set bit #n means: the Material | ||||
|         #n in the Object's material list is used. Otherwise, the Material #n | ||||
|         of the Objects Data material list is displayed. | ||||
|         Example:: | ||||
|             object.colbits = 0x21 # use mesh materials 0 (0x01) and 5 (0x20) | ||||
|                                   # use object materials for all others | ||||
|     @ivar drawType: The object's drawing type used. 1 - Bounding box, | ||||
|         2 - wire, 3 - Solid, 4- Shaded, 5 - Textured. | ||||
|     @ivar drawMode: The object's drawing mode used. The value can be a sum | ||||
| @@ -570,7 +573,8 @@ class Object: | ||||
|  | ||||
|   def setMaterials(materials): | ||||
|     """ | ||||
|     Sets the materials. The argument must be a list 16 items or less.  Each list element is either a Material or None. | ||||
|     Sets the materials. The argument must be a list 16 items or less.  Each | ||||
|     list element is either a Material or None.  Also see L{colbits}. | ||||
|     @type materials: Materials list | ||||
|     @param materials: A list of Blender material objects. | ||||
|     """ | ||||
|   | ||||
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	 Ken Hughes
					Ken Hughes