[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [3576] contrib/py/scripts/addons: Spellfixes: colour -> color
Bastien Montagne
montagne29 at wanadoo.fr
Wed Jul 4 14:20:23 CEST 2012
Revision: 3576
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=3576
Author: mont29
Date: 2012-07-04 12:20:22 +0000 (Wed, 04 Jul 2012)
Log Message:
-----------
Spellfixes: colour -> color
Modified Paths:
--------------
contrib/py/scripts/addons/animation_motion_trail.py
contrib/py/scripts/addons/io_export_marmalade.py
Modified: contrib/py/scripts/addons/animation_motion_trail.py
===================================================================
--- contrib/py/scripts/addons/animation_motion_trail.py 2012-07-04 12:20:09 UTC (rev 3575)
+++ contrib/py/scripts/addons/animation_motion_trail.py 2012-07-04 12:20:22 UTC (rev 3576)
@@ -274,7 +274,7 @@
return
# dictionaries with key: objectname
- self.paths = {} # value: list of lists with x, y, colour
+ self.paths = {} # value: list of lists with x, y, color
self.keyframes = {} # value: dict with frame as key and [x,y] as value
self.handles = {} # value: dict of dicts
self.timebeads = {} # value: dict with frame as key and [x,y] as value
@@ -365,7 +365,7 @@
speeds.append(dloc)
prev_loc = loc
- # calculate colour of path
+ # calculate color of path
if context.window_manager.motion_trail.path_style == 'speed':
speeds.sort()
min_speed = speeds[0]
@@ -569,7 +569,7 @@
# add frame positions to click-list
if context.window_manager.motion_trail.frame_display:
path = self.paths[display_ob.name]
- for x, y, colour, frame, action_ob, child in path:
+ for x, y, color, frame, action_ob, child in path:
click.append([frame, "frame", mathutils.Vector([x,y]),
action_ob, child])
@@ -609,17 +609,17 @@
bgl.glColor4f(0.0, 0.0, 0.0, alpha)
for objectname, path in self.paths.items():
bgl.glBegin(bgl.GL_LINE_STRIP)
- for x, y, colour, frame, action_ob, child in path:
+ for x, y, color, frame, action_ob, child in path:
if frame < limit_min or frame > limit_max:
continue
bgl.glVertex2i(x, y)
bgl.glEnd()
else:
for objectname, path in self.paths.items():
- for i, [x, y, colour, frame, action_ob, child] in enumerate(path):
+ for i, [x, y, color, frame, action_ob, child] in enumerate(path):
if frame < limit_min or frame > limit_max:
continue
- r, g, b = colour
+ r, g, b = color
if i != 0:
prev_path = path[i-1]
halfway = [(x + prev_path[0])/2, (y + prev_path[1])/2]
@@ -643,7 +643,7 @@
bgl.glPointSize(1)
bgl.glBegin(bgl.GL_POINTS)
for objectname, path in self.paths.items():
- for x, y, colour, frame, action_ob, child in path:
+ for x, y, color, frame, action_ob, child in path:
if frame < limit_min or frame > limit_max:
continue
if self.active_frame and objectname == self.active_frame[0] \
@@ -1693,7 +1693,7 @@
"acceleration"),
("simple", "Simple", "Black line"),
("speed", "Speed", "Gradient based on relative speed")),
- description="Information conveyed by path colour",
+ description="Information conveyed by path color",
default='simple',
update=internal_update)
path_transparency = bpy.props.IntProperty(name="Path transparency",
Modified: contrib/py/scripts/addons/io_export_marmalade.py
===================================================================
--- contrib/py/scripts/addons/io_export_marmalade.py 2012-07-04 12:20:09 UTC (rev 3575)
+++ contrib/py/scripts/addons/io_export_marmalade.py 2012-07-04 12:20:22 UTC (rev 3576)
@@ -707,9 +707,9 @@
Normal = -Normal
GeoModel.AddVertexNormal(Normal)
#Check if some colors have been defined
- vertexColours = None
+ vertexColors = None
if Config.ExportVertexColors and (len(Mesh.vertex_colors) > 0):
- vertexColours = Mesh.tessface_vertex_colors[0].data
+ vertexColors = Mesh.tessface_vertex_colors[0].data
#Check if some uv coordinates have been defined
UVCoordinates = None
@@ -726,8 +726,8 @@
if Config.CoordinateSystem == 1:
Vertices = Vertices[::-1]
# stream for vertex colors
- if vertexColours:
- MeshColor = vertexColours[Face.index]
+ if vertexColors:
+ MeshColor = vertexColors[Face.index]
if len(Vertices) == 3:
FaceColors = list((MeshColor.color1, MeshColor.color2, MeshColor.color3))
else:
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