[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [16392] trunk/blender/source/blender/ python/api2_2x: added ALPHASORT flag to the bpython api
Campbell Barton
ideasman42 at gmail.com
Sat Sep 6 12:40:10 CEST 2008
Revision: 16392
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16392
Author: campbellbarton
Date: 2008-09-06 12:39:19 +0200 (Sat, 06 Sep 2008)
Log Message:
-----------
added ALPHASORT flag to the bpython api
Modified Paths:
--------------
trunk/blender/source/blender/python/api2_2x/Mesh.c
trunk/blender/source/blender/python/api2_2x/doc/Mesh.py
Modified: trunk/blender/source/blender/python/api2_2x/Mesh.c
===================================================================
--- trunk/blender/source/blender/python/api2_2x/Mesh.c 2008-09-06 02:46:11 UTC (rev 16391)
+++ trunk/blender/source/blender/python/api2_2x/Mesh.c 2008-09-06 10:39:19 UTC (rev 16392)
@@ -4163,6 +4163,7 @@
{
int param;
static short bitmask = TF_DYNAMIC
+ | TF_ALPHASORT
| TF_TEX
| TF_SHAREDVERT
| TF_LIGHT
@@ -8696,11 +8697,11 @@
if( FM ) {
BPy_constant *d = ( BPy_constant * ) FM;
- PyConstant_Insert( d, "BILLBOARD",
- PyInt_FromLong( TF_BILLBOARD2 ) );
+ PyConstant_Insert( d, "BILLBOARD", PyInt_FromLong( TF_BILLBOARD2 ) );
PyConstant_Insert( d, "ALL", PyInt_FromLong( 0xffff ) );
PyConstant_Insert( d, "HALO", PyInt_FromLong( TF_BILLBOARD ) );
PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( TF_DYNAMIC ) );
+ PyConstant_Insert( d, "ALPHASORT", PyInt_FromLong( TF_ALPHASORT ) );
PyConstant_Insert( d, "INVISIBLE", PyInt_FromLong( TF_INVISIBLE ) );
PyConstant_Insert( d, "LIGHT", PyInt_FromLong( TF_LIGHT ) );
PyConstant_Insert( d, "OBCOL", PyInt_FromLong( TF_OBCOL ) );
Modified: trunk/blender/source/blender/python/api2_2x/doc/Mesh.py
===================================================================
--- trunk/blender/source/blender/python/api2_2x/doc/Mesh.py 2008-09-06 02:46:11 UTC (rev 16391)
+++ trunk/blender/source/blender/python/api2_2x/doc/Mesh.py 2008-09-06 10:39:19 UTC (rev 16392)
@@ -69,6 +69,7 @@
- BILLBOARD - always orient after camera.
- HALO - halo face, always point to camera.
- DYNAMIC - respond to collisions.
+ - ALPHASORT - game engine sorts these faces only.
- INVISIBLE - invisible face.
- LIGHT - dynamic lighting.
- OBCOL - use object color instead of vertex colors.
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