A little spell-checkage.
Some return types changed from PyNone ( a C name ) to None.
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@@ -82,7 +82,7 @@ done once.
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- TILES - uses tiled image.
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- TWOSIDE - two-sided face.
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@var FaceTranspModes: The available face transparency modes. Note: these are
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enumerated values (enums), they can't be combined (and'ed, or'ed, etc) like a bit vector.
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enumerated values (enums), they can't be combined (ANDed, ORed, etc) like a bit vector.
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- SOLID - draw solid.
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- ADD - add to background (halo).
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- ALPHA - draw with transparency.
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@@ -122,7 +122,7 @@ def Get(name=None):
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@param name: The name of the mesh data object.
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@rtype: Mesh
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@return: If a name is given, it returns either the requested mesh or None.
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If no parameter is given, it returns all the meshs in the current scene.
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If no parameter is given, it returns all the meshes in the current scene.
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"""
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def New(name='Mesh'):
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@@ -186,7 +186,7 @@ class MVert:
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@ivar no: The vertex's unit normal vector (x, y, z).
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B{Note}: if vertex coordinates are changed, it may be necessary to use
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L{Mesh.calcNormals()} to update the vertex normals.
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B{Note}: Vertex normals can be set, but arnt wrapped so modifying a normal
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B{Note}: Vertex normals can be set, but are not wrapped so modifying a normal
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vector will not effect the verts normal. The result is only visible
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when faces have the smooth option enabled.
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Example::
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@@ -562,7 +562,7 @@ class MFace:
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Getting this attribute throw an exception if the mesh does not have
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UV faces; use L{Mesh.faceUV} to test.
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@type uv: list of vectors (WRAPPED DATA)
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@ivar uvSel: The face's UV coordinates seletion state; a 1 indicates the
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@ivar uvSel: The face's UV coordinates selection state; a 1 indicates the
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vertex is selected. Each vertex has its own UV coordinate select state
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(this is not the same as the vertex's edit mode selection state).
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Setting this attribute will create UV faces if they do not exist.
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@@ -679,7 +679,7 @@ class Mesh:
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B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
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for each object in order for these materials to be used instead of
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the object's materials.
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B{Note}: Making the material list shorter does not change the faces material indicies,
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B{Note}: Making the material list shorter does not change the faces material indices,
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take care when using the faces material indices to reference a material in the materials list.
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B{Note}: The the list thats returned is not linked to the original mesh.
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mesh.materials.append(material) wont do anything.
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