added ALPHASORT flag to the bpython api
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@@ -4163,6 +4163,7 @@ static int MFace_setMode( BPy_MFace *self, PyObject *value )
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{
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int param;
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static short bitmask = TF_DYNAMIC
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| TF_ALPHASORT
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| TF_TEX
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| TF_SHAREDVERT
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| TF_LIGHT
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@@ -8696,11 +8697,11 @@ static PyObject *M_Mesh_FaceModesDict( void )
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if( FM ) {
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BPy_constant *d = ( BPy_constant * ) FM;
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PyConstant_Insert( d, "BILLBOARD",
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PyInt_FromLong( TF_BILLBOARD2 ) );
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PyConstant_Insert( d, "BILLBOARD", PyInt_FromLong( TF_BILLBOARD2 ) );
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PyConstant_Insert( d, "ALL", PyInt_FromLong( 0xffff ) );
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PyConstant_Insert( d, "HALO", PyInt_FromLong( TF_BILLBOARD ) );
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PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( TF_DYNAMIC ) );
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PyConstant_Insert( d, "ALPHASORT", PyInt_FromLong( TF_ALPHASORT ) );
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PyConstant_Insert( d, "INVISIBLE", PyInt_FromLong( TF_INVISIBLE ) );
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PyConstant_Insert( d, "LIGHT", PyInt_FromLong( TF_LIGHT ) );
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PyConstant_Insert( d, "OBCOL", PyInt_FromLong( TF_OBCOL ) );
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@@ -69,6 +69,7 @@ done once.
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- BILLBOARD - always orient after camera.
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- HALO - halo face, always point to camera.
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- DYNAMIC - respond to collisions.
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- ALPHASORT - game engine sorts these faces only.
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- INVISIBLE - invisible face.
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- LIGHT - dynamic lighting.
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- OBCOL - use object color instead of vertex colors.
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