dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.

using mface->flag for both.

Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
This commit is contained in:
2007-04-29 13:39:46 +00:00
parent 243d1a28c0
commit 99135b0674
38 changed files with 292 additions and 374 deletions

View File

@@ -38,7 +38,7 @@ Use this script in face select mode for texturing between textured faces.
from Blender import *
import bpy
def mostUsedImage(imageList): # Returns the image most used in the list.
if not imageList:
@@ -70,8 +70,9 @@ def mostUsedImage(imageList): # Returns the image most used in the list.
def main():
scn = Scene.GetCurrent()
ob = scn.objects.active
sce = bpy.data.scenes.active
ob = sce.objects.active
if ob == None or ob.type != 'Mesh':
Draw.PupMenu('ERROR: No mesh object in face select mode.')
return
@@ -80,9 +81,9 @@ def main():
if not me.faceUV:
Draw.PupMenu('ERROR: No mesh object in face select mode.')
return
SEL_FLAG = Mesh.FaceFlags['SELECT']
selfaces = [f for f in me.faces if f.flag & SEL_FLAG]
unselfaces = [f for f in me.faces if not f.flag & SEL_FLAG]
selfaces = [f for f in me.faces if f.sel]
unselfaces = [f for f in me.faces if not f.sel]
# Gather per Vert UV and Image, store in vertUvAverage
@@ -103,8 +104,6 @@ def main():
else:
vertUvData[0] = None
# Assign to selected faces
TEX_FLAG = Mesh.FaceModes['TEX']
for f in selfaces: