forked from bartvdbraak/blender
Just added some comments about face material incides and the material list.
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@ -583,6 +583,8 @@ class Mesh:
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B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
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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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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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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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take care when using the faces material indices to reference a material in the materials list.
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@type materials: list of Materials
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@type materials: list of Materials
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@ivar degr: The max angle for auto smoothing in [1,80].
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@ivar degr: The max angle for auto smoothing in [1,80].
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@type degr: int
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@type degr: int
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@ -630,6 +632,8 @@ class Mesh:
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@note: The mesh coordinates are in I{local space}, not the world space of
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@note: The mesh coordinates are in I{local space}, not the world space of
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its object. For world space vertex coordinates, each vertex location must
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its object. For world space vertex coordinates, each vertex location must
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be multiplied by the object's 4x4 transform matrix (see L{transform}).
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be multiplied by the object's 4x4 transform matrix (see L{transform}).
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@note: The objects materials will not be copied into the existing mesh,
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however the face material indices will match the material list of the original data.
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@type name: string
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@type name: string
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@param name: name of the Blender object which contains the geometry data.
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@param name: name of the Blender object which contains the geometry data.
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@type cage: int
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@type cage: int
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