- 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

@@ -692,9 +692,7 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
# face_mapping= me.faces.extend([f[0] for f in faces], indexList=True)
if verts_tex and me.faces:
me.add_uv_texture()
# me.faceUV= 1
# TEXMODE= Mesh.FaceModes['TEX']
me.uv_textures.new()
context_material_old= -1 # avoid a dict lookup
mat= 0 # rare case it may be un-initialized.