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authorCampbell Barton <ideasman42@gmail.com>2009-04-20 01:01:12 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-20 01:01:12 +0400
commitf5fc4ebdd8ede5263f4b34f161ebe139d40466dc (patch)
tree7122404f3410c14cd225343cfc97bc0a97441f1e /source/gameengine/Ketsji/KX_BlenderMaterial.cpp
parentd78eec93197cc1d3cc9da773ce30396891ec60f6 (diff)
BGE Python API
- More verbose error messages. - BL_Shader wasnt setting error messages on some errors - FilterNormal depth attribute was checking for float which is bad because scripts often expect ints assigned to float attributes. - Added a check to PyVecTo for a tuple rather then always using a generic python sequence. On my system this is over 2x faster with an optmized build.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BlenderMaterial.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BlenderMaterial.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
index 6722cd232fe..849332008ce 100644
--- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
+++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp
@@ -841,7 +841,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, getShader , "getShader()")
}
Py_RETURN_NONE;
}
- PyErr_Format(PyExc_ValueError, "GLSL Error");
+ PyErr_SetString(PyExc_ValueError, "material.getShader(): KX_BlenderMaterial, GLSL Error");
return NULL;
}
@@ -907,7 +907,7 @@ KX_PYMETHODDEF_DOC( KX_BlenderMaterial, setBlending , "setBlending( GameLogic.sr
if(value_found[0] && value_found[1]) break;
}
if(!value_found[0] || !value_found[1]) {
- PyErr_Format(PyExc_ValueError, "invalid enum.");
+ PyErr_SetString(PyExc_ValueError, "material.setBlending(int, int): KX_BlenderMaterial, invalid enum.");
return NULL;
}
mUserDefBlend = true;