Fixed a bug where face flags could not be set because of the faces existing flags.

A problem with the current flag seting in Mesh is that Mesh needs to know of all possible flags or setting a flag can raise an error from the faces own unrecognezed flag.
also stopped the active face flag raising an error so pythoners can do face1.flag |= face2.flag without checking for active face flags. if the flag is a part of the arg its removed quietly.
Checked Mesh flags, face modes and edge flags, should all be ok now.
This commit is contained in:
2006-06-27 02:49:55 +00:00
parent 2670797e8a
commit be2c208077
2 changed files with 12 additions and 8 deletions

View File

@@ -58,14 +58,13 @@ done once.
- NOVNORMALSFLIP - no flipping of vertex normals during render.
- TWOSIDED - double sided mesh.
- AUTOSMOOTH - turn auto smoothing of faces "on".
- SUBSURF - turn Catmull-Clark subdivision of surfaces "on".
- OPTIMAL - optimal drawing of edges when "SubSurf" is "on".
- note: SUBSURF and OPTIMAL have been removed, use Modifiers to apply subsurf.
@var FaceFlags: The available *texture face* (uv face select mode) selection
flags. Note: these refer to TexFace faces, available if mesh.faceUV()
returns true.
- SELECT - selected.
- HIDE - hidden.
- ACTIVE - the active face.
- ACTIVE - the active face, read only - Use L{mesh.activeFace<Mesh.Mesh.activeFace>} to set.
@var FaceModes: The available *texture face* modes. Note: these are only
meaningful if mesh.faceUV() returns true, since in Blender this info is
stored at the TexFace (TexFace button in Edit Mesh buttons) structure.