forked from bartvdbraak/blender
added stress and tangent to MTex and texture mapping dict
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@ -373,7 +373,8 @@ static int MTex_setTexCo( BPy_MTex *self, PyObject *value, void *closure)
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if (texco != TEXCO_ORCO && texco != TEXCO_REFL && texco != TEXCO_NORM &&
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texco != TEXCO_GLOB && texco != TEXCO_UV && texco != TEXCO_OBJECT &&
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texco != TEXCO_WINDOW && texco != TEXCO_VIEW && texco != TEXCO_STICKY )
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texco != TEXCO_STRESS && texco != TEXCO_TANGENT && texco != TEXCO_WINDOW &&
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texco != TEXCO_VIEW && texco != TEXCO_STICKY )
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return EXPP_ReturnIntError( PyExc_ValueError,
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"Value must be a member of Texture.TexCo dictionary" );
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@ -1113,6 +1113,8 @@ static PyObject *M_Texture_TexCoDict( void )
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PyConstant_Insert(d, "WIN", PyInt_FromLong(TEXCO_WINDOW));
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PyConstant_Insert(d, "VIEW", PyInt_FromLong(TEXCO_VIEW));
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PyConstant_Insert(d, "STICK", PyInt_FromLong(TEXCO_STICKY));
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PyConstant_Insert(d, "STRESS", PyInt_FromLong(TEXCO_STRESS));
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PyConstant_Insert(d, "TANGENT", PyInt_FromLong(TEXCO_TANGENT));
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}
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return TexCo;
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}
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@ -200,6 +200,8 @@ Example::
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- WIN - Use screen coordinates as texture coordinates
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- VIEW - Pass camera view vector on to the texture (World texture only!)
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- STICK - Use mesh sticky coordinates for the texture coordinates
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- STRESS - Use mesh stress coordinates for the texture coordinates
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- TANGENT - Use mesh tangent coordinates for the texture coordinates
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@type TexCo: readonly dictionary
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@var MapTo: Flags for MTex.mapto.
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