doc updates. NMesn.transform( matrix, recalc_normals )
had description for recalc_normals backward.
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@@ -292,10 +292,9 @@ If the name of a mesh to replace is not given a new\n\
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object is created and returned.";
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static char NMesh_transform_doc[] =
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"(matrix, recalc_normals = 0) - Transform the mesh by the supplied 4x4\n\
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matrix.\n\
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(recalc_normals) - if given and 1 or True, transforming the vertex normals\n\
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is skipped.";
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"(matrix, recalc_normals = 0) - Transform the mesh by the supplied 4x4 matrix\n\
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if recalc_normals is True, vertex normals are transformed along with \n\
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vertex coordinatess.\n";
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void mesh_update( Mesh * mesh )
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@@ -588,11 +588,11 @@ class NMesh:
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"""
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Transforms the mesh by the specified 4x4 matrix, as returned by
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L{Object.Object.getMatrix}, though this will work with any invertible 4x4
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matrix type. Ideal Usage for this is exporting to an external file, where
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matrix type. Ideal usage for this is exporting to an external file where
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global vertex locations are required for each object.
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Sometimes external renderers / file formats do not use vertex normals.
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In this case you can skip transforming the vertex normals by letting
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the optional parameter recalc_normals as False or 0.
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Sometimes external renderers or file formats do not use vertex normals.
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In this case, you can skip transforming the vertex normals by leaving
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the optional parameter recalc_normals as False or 0 ( the default value ).
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Example::
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# This script outputs deformed meshes worldspace vertex locations
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@@ -610,7 +610,7 @@ class NMesh:
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@type matrix: Py_Matrix
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@param matrix: 4x4 Matrix which can contain location, scale and rotation.
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@type recalc_normals: int (bool)
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@param recalc_normals: if True or 1, will only transform vertex locations.
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@param recalc_normals: if True or 1, transform normals as well as vertex coordinates.
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@warn: if you call this method and later L{update} the mesh, the new
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vertex positions will be passed back to Blender, but the object
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matrix of each object linked to this mesh won't be automatically
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