Cleanup: API doc 'info_gotcha': typos.
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@ -222,7 +222,7 @@ Support Overview
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.. note::
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Using the :mod:`bmesh` api is completely separate api from :mod:`bpy`,
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Using the :mod:`bmesh` API is completely separate API from :mod:`bpy`,
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typically you would would use one or the other based on the level of editing needed,
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not simply for a different way to access faces.
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@ -233,7 +233,7 @@ Creating
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All 3 datatypes can be used for face creation.
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- polygons are the most efficient way to create faces but the data structure is _very_ rigid and inflexible,
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you must have all your vertes and faces ready and create them all at once.
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you must have all your vertices and faces ready and create them all at once.
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This is further complicated by the fact that each polygon does not store its own verts,
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rather they reference an index and size in :class:`bpy.types.Mesh.loops` which are a fixed array too.
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- bmesh-faces are most likely the easiest way for new scripts to create faces,
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@ -534,7 +534,7 @@ Strange errors using 'threading' module
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Python threading with Blender only works properly when the threads finish up before the script does.
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By using ``threading.join()`` for example.
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Heres an example of threading supported by Blender:
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Here is an example of threading supported by Blender:
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.. code-block:: python
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@ -716,7 +716,7 @@ the object data but are most common when switching edit-mode.
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Array Re-Allocation
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-------------------
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When adding new points to a curve or vertices's/edges/polygons to a mesh,
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When adding new points to a curve or vertices/edges/polygons to a mesh,
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internally the array which stores this data is re-allocated.
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.. code-block:: python
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@ -729,7 +729,7 @@ internally the array which stores this data is re-allocated.
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point.co = 1.0, 2.0, 3.0
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This can be avoided by re-assigning the point variables after adding the new one or by storing
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indices's to the points rather than the points themselves.
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indices to the points rather than the points themselves.
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The best way is to sidestep the problem altogether add all the points to the curve at once.
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This means you don't have to worry about array re-allocation and its faster too
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@ -745,7 +745,7 @@ along with objects, scenes, collections, bones.. etc.
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The ``remove()`` api calls will invalidate the data they free to prevent common mistakes.
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The following example shows how this precortion works.
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The following example shows how this precaution works.
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.. code-block:: python
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