doc updates. NMesn.transform( matrix, recalc_normals )

had description for recalc_normals backward.
This commit is contained in:
Stephen Swaney
2005-04-22 02:17:20 +00:00
parent c1a7b8b7a1
commit b89bddbf6f
2 changed files with 8 additions and 9 deletions

View File

@@ -588,11 +588,11 @@ class NMesh:
"""
Transforms the mesh by the specified 4x4 matrix, as returned by
L{Object.Object.getMatrix}, though this will work with any invertible 4x4
matrix type. Ideal Usage for this is exporting to an external file, where
matrix type. Ideal usage for this is exporting to an external file where
global vertex locations are required for each object.
Sometimes external renderers / file formats do not use vertex normals.
In this case you can skip transforming the vertex normals by letting
the optional parameter recalc_normals as False or 0.
Sometimes external renderers or file formats do not use vertex normals.
In this case, you can skip transforming the vertex normals by leaving
the optional parameter recalc_normals as False or 0 ( the default value ).
Example::
# This script outputs deformed meshes worldspace vertex locations
@@ -610,7 +610,7 @@ class NMesh:
@type matrix: Py_Matrix
@param matrix: 4x4 Matrix which can contain location, scale and rotation.
@type recalc_normals: int (bool)
@param recalc_normals: if True or 1, will only transform vertex locations.
@param recalc_normals: if True or 1, transform normals as well as vertex coordinates.
@warn: if you call this method and later L{update} the mesh, the new
vertex positions will be passed back to Blender, but the object
matrix of each object linked to this mesh won't be automatically