- move more active properties into their collections:

scene.active_keying_set --> scene.keying_sets.active
  ...same for active_uv_texture. active_vertex_color, active_keyconfig, 

- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
  also have them return the newly created layer and dont set the layer active.

  uvtex = mesh.uv_layers.new(name)
  vcol = mesh.vertex_colors.new(name)
This commit is contained in:
2010-08-23 22:16:45 +00:00
parent 1be4eda552
commit f6c323aa42
35 changed files with 317 additions and 164 deletions

View File

@@ -567,7 +567,7 @@ def extract_triangles(mesh):
f_v = face.vertices
# f_v = face.v
uf = mesh.active_uv_texture.data[i] if do_uv else None
uf = mesh.uv_textures.active.data[i] if do_uv else None
if do_uv:
f_uv = uf.uv
@@ -998,7 +998,7 @@ def write(filename, context):
if not mat_ls:
mat = mat_name = None
for f, uf in zip(data.faces, data.active_uv_texture.data):
for f, uf in zip(data.faces, data.uv_textures.active.data):
if mat_ls:
mat_index = f.material_index
# mat_index = f.mat