BPython:
- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9 Crash / hang when changing meshes that had edge data. The mesh->totedge value was not being set to 0. Reported by jms, thanks. - fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125. Deleting a Text that was being used as script link crashed Blender. Added a check to unlink the Text from eventual script links when it gets removed. Reported by kaito, thanks. - doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
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@@ -128,8 +128,13 @@ def GetRawFromObject(name):
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@param name: The name of an Object of type "Mesh".
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@rtype: NMesh
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@return: The NMesh wrapper of the mesh data from the Object called I{name}.
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@note: For "subsurfed" meshes, it's the B{display} level of subdivision that
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matters, the rendering one is only processed at the rendering pre-stage
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and is not available for scripts. This is not a problem at all, since
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you can get and set the subdivision levels via scripting, too (see
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L{NMesh.getSubDivLevels}, L{NMesh.setSubDivLevels}).
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@warn: This function gets I{deformed} mesh data, already modified for
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rendering (think "display list"). It also doesn't let you overwrite the
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displaying (think "display list"). It also doesn't let you overwrite the
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original mesh in Blender, so if you try to update it, a new mesh will
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be created.
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"""
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