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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-09-06 15:28:14 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-10-10 18:43:44 +0300
commite65784a0519e25e9ca560ab63758287cea45f123 (patch)
tree2452488152b951d029f68b34f20803254066b27b /doc/python_api/rst/include__bmesh.rst
parent468474a653c976615306254dfcc33a85a0b872a1 (diff)
Python API: add loop triangles access, remove tessfaces.
Loop triangles are tessellated triangles create from polygons, for renderers or exporters that need to match Blender's polygon tesselation exactly. These are a read-only runtime cache. Tessfaces are a legacy data structure from before Blender supported n-gons, and were already mostly removed from the C code. Details on porting code to loop triangles is in the release notes. Differential Revision: https://developer.blender.org/D3539
Diffstat (limited to 'doc/python_api/rst/include__bmesh.rst')
-rw-r--r--doc/python_api/rst/include__bmesh.rst2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/python_api/rst/include__bmesh.rst b/doc/python_api/rst/include__bmesh.rst
index bed374bf7b6..d1356a5e5d9 100644
--- a/doc/python_api/rst/include__bmesh.rst
+++ b/doc/python_api/rst/include__bmesh.rst
@@ -83,7 +83,7 @@ When writing scripts that operate on editmode data you will normally want to re-
running the script, this needs to be called explicitly.
The BMesh its self does not store the triangulated faces, they are stored in the :class:`bpy.types.Mesh`,
-to refresh tessellation faces call :class:`bpy.types.Mesh.calc_tessface`.
+to refresh tessellation triangles call :class:`bpy.types.Mesh.calc_loop_triangles`.
CustomData Access