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authorMitchell Stokes <mogurijin@gmail.com>2012-07-07 10:42:44 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-07 10:42:44 +0400
commitd77e658c914aceb1099866e413ae5fb357cf2cab (patch)
treef365e83c19b6b9ee075d110d0866f5d44199ad39 /doc/python_api/rst/bge.types.rst
parent84bf3e48c098d6971bab0ac55b4f413adc04708e (diff)
Adding a note to KX_Camera.projection_matrix and KX_Camera.modelview_matrix to warn that both values are the identity matrix prior to the first frame of rendering. Both values are calculated when rendering, which is after Python scripts have a chance to run on frame 1.
Diffstat (limited to 'doc/python_api/rst/bge.types.rst')
-rw-r--r--doc/python_api/rst/bge.types.rst6
1 files changed, 5 insertions, 1 deletions
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst
index d0a848ee6f7..bd6ee3614d3 100644
--- a/doc/python_api/rst/bge.types.rst
+++ b/doc/python_api/rst/bge.types.rst
@@ -4222,6 +4222,10 @@ Game Types (bge.types)
.. attribute:: projection_matrix
This camera's 4x4 projection matrix.
+
+ .. note::
+
+ This is the identity matrix prior to rendering the first frame (any Python done on frame 1).
:type: 4x4 Matrix [[float]]
@@ -4233,7 +4237,7 @@ Game Types (bge.types)
.. note::
- This matrix is regenerated every frame from the camera's position and orientation.
+ This matrix is regenerated every frame from the camera's position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1).
.. attribute:: camera_to_world