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authorWillian Padovani Germano <wpgermano@gmail.com>2004-11-27 21:32:26 +0300
committerWillian Padovani Germano <wpgermano@gmail.com>2004-11-27 21:32:26 +0300
commite3b7dfe6e2cf4d1d7faf32d287b02c01939dc3e6 (patch)
tree3a6922ea4b0ca5f2c3414eb28d428f0640b23091 /source/blender/python/api2_2x/doc/NMesh.py
parentfa5649796d2deb94eefff92d2e1132de3dc5e339 (diff)
BPython:
- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9 Crash / hang when changing meshes that had edge data. The mesh->totedge value was not being set to 0. Reported by jms, thanks. - fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125. Deleting a Text that was being used as script link crashed Blender. Added a check to unlink the Text from eventual script links when it gets removed. Reported by kaito, thanks. - doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py7
1 files changed, 6 insertions, 1 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py
index b98793e3798..ca2e42ccdbf 100644
--- a/source/blender/python/api2_2x/doc/NMesh.py
+++ b/source/blender/python/api2_2x/doc/NMesh.py
@@ -128,8 +128,13 @@ def GetRawFromObject(name):
@param name: The name of an Object of type "Mesh".
@rtype: NMesh
@return: The NMesh wrapper of the mesh data from the Object called I{name}.
+ @note: For "subsurfed" meshes, it's the B{display} level of subdivision that
+ matters, the rendering one is only processed at the rendering pre-stage
+ and is not available for scripts. This is not a problem at all, since
+ you can get and set the subdivision levels via scripting, too (see
+ L{NMesh.getSubDivLevels}, L{NMesh.setSubDivLevels}).
@warn: This function gets I{deformed} mesh data, already modified for
- rendering (think "display list"). It also doesn't let you overwrite the
+ displaying (think "display list"). It also doesn't let you overwrite the
original mesh in Blender, so if you try to update it, a new mesh will
be created.
"""