Mesh.py - Updated doc and example about faceUV/vertexColor

image_billboard.py - was broken because textures dont accept the antialias flag anymore
This commit is contained in:
2007-03-31 04:20:00 +00:00
parent 6f05a8ec2a
commit 3aec899828
2 changed files with 10 additions and 11 deletions

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@@ -505,18 +505,16 @@ class MFace:
@type smooth: int
@ivar col: The face's vertex colors, if defined. Each vertex has its own
color.
Will throw an exception if the mesh does not have UV faces or vertex
colors; use L{Mesh.faceUV} and L{Mesh.vertexColors} to test. B{Note}:
if a mesh has i{both} UV faces and vertex colors, the colors stored in
the UV faces will be used here.
Will throw an exception if L{Mesh.vertexColors} is False.
Example::
# This example uses vertex normals to apply normal colors to each face.
from Blender import Scene, Mesh, Window
scn= Scene.GetCurrent() # Current scene, important to be scene aware
ob= scn.getActiveObject() # last selected object
me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
me.faceUV=1 # Enable face, vertex colors
import bpy
from Blender import Window
scn= bpy.scenes.active # Current scene, important to be scene aware
ob= scn.objects.active # last selected object
me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
me.vertexColors= True # Enable face, vertex colors
for f in me.faces:
for i, v in enumerate(f.v):
no= v.no
@@ -525,7 +523,7 @@ class MFace:
col.g= int((no.y+1)*128)
col.b= int((no.z+1)*128)
Window.RedrawAll()
@type col: sequence of MCols
@type col: tuple of MCols
@ivar mat: The face's index into the mesh's materials
list. It is in the range [0,15].
@type mat: int