diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-04-20 01:01:12 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-04-20 01:01:12 +0400 |
commit | f5fc4ebdd8ede5263f4b34f161ebe139d40466dc (patch) | |
tree | 7122404f3410c14cd225343cfc97bc0a97441f1e /source/gameengine/Ketsji/KX_BlenderMaterial.cpp | |
parent | d78eec93197cc1d3cc9da773ce30396891ec60f6 (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.cpp | 4 |
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; |