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authorStephen Swaney <sswaney@centurytel.net>2005-04-22 06:17:20 +0400
committerStephen Swaney <sswaney@centurytel.net>2005-04-22 06:17:20 +0400
commitb89bddbf6f0dead42b3d93c7883d091fee43844a (patch)
treeb09cb0bbee99faf525345e6cb01eb5aaab478b6a /source/blender/python/api2_2x/doc/NMesh.py
parentc1a7b8b7a10428e6d50119fb51ef2c0c8efd3309 (diff)
doc updates. NMesn.transform( matrix, recalc_normals )
had description for recalc_normals backward.
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py
index d2662942a09..90bbbfcc0a2 100644
--- a/source/blender/python/api2_2x/doc/NMesh.py
+++ b/source/blender/python/api2_2x/doc/NMesh.py
@@ -588,11 +588,11 @@ class NMesh:
"""
Transforms the mesh by the specified 4x4 matrix, as returned by
L{Object.Object.getMatrix}, though this will work with any invertible 4x4
- matrix type. Ideal Usage for this is exporting to an external file, where
+ matrix type. Ideal usage for this is exporting to an external file where
global vertex locations are required for each object.
- Sometimes external renderers / file formats do not use vertex normals.
- In this case you can skip transforming the vertex normals by letting
- the optional parameter recalc_normals as False or 0.
+ Sometimes external renderers or file formats do not use vertex normals.
+ In this case, you can skip transforming the vertex normals by leaving
+ the optional parameter recalc_normals as False or 0 ( the default value ).
Example::
# This script outputs deformed meshes worldspace vertex locations
@@ -610,7 +610,7 @@ class NMesh:
@type matrix: Py_Matrix
@param matrix: 4x4 Matrix which can contain location, scale and rotation.
@type recalc_normals: int (bool)
- @param recalc_normals: if True or 1, will only transform vertex locations.
+ @param recalc_normals: if True or 1, transform normals as well as vertex coordinates.
@warn: if you call this method and later L{update} the mesh, the new
vertex positions will be passed back to Blender, but the object
matrix of each object linked to this mesh won't be automatically