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authorCampbell Barton <ideasman42@gmail.com>2008-09-06 14:39:19 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-09-06 14:39:19 +0400
commit742e917c6acd4c7a4fbbc438607df6b9b5401602 (patch)
tree551b4ac0dac6da4c463c5aa6d06d9ac2e9a67f3a /source
parent8675ff6d1dc4d5b9967aa825e5dc23620a0179bb (diff)
added ALPHASORT flag to the bpython api
Diffstat (limited to 'source')
-rw-r--r--source/blender/python/api2_2x/Mesh.c5
-rw-r--r--source/blender/python/api2_2x/doc/Mesh.py1
2 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/python/api2_2x/Mesh.c b/source/blender/python/api2_2x/Mesh.c
index b3e8fefdb7b..6471fb16e92 100644
--- a/source/blender/python/api2_2x/Mesh.c
+++ b/source/blender/python/api2_2x/Mesh.c
@@ -4163,6 +4163,7 @@ static int MFace_setMode( BPy_MFace *self, PyObject *value )
{
int param;
static short bitmask = TF_DYNAMIC
+ | TF_ALPHASORT
| TF_TEX
| TF_SHAREDVERT
| TF_LIGHT
@@ -8696,11 +8697,11 @@ static PyObject *M_Mesh_FaceModesDict( void )
if( FM ) {
BPy_constant *d = ( BPy_constant * ) FM;
- PyConstant_Insert( d, "BILLBOARD",
- PyInt_FromLong( TF_BILLBOARD2 ) );
+ PyConstant_Insert( d, "BILLBOARD", PyInt_FromLong( TF_BILLBOARD2 ) );
PyConstant_Insert( d, "ALL", PyInt_FromLong( 0xffff ) );
PyConstant_Insert( d, "HALO", PyInt_FromLong( TF_BILLBOARD ) );
PyConstant_Insert( d, "DYNAMIC", PyInt_FromLong( TF_DYNAMIC ) );
+ PyConstant_Insert( d, "ALPHASORT", PyInt_FromLong( TF_ALPHASORT ) );
PyConstant_Insert( d, "INVISIBLE", PyInt_FromLong( TF_INVISIBLE ) );
PyConstant_Insert( d, "LIGHT", PyInt_FromLong( TF_LIGHT ) );
PyConstant_Insert( d, "OBCOL", PyInt_FromLong( TF_OBCOL ) );
diff --git a/source/blender/python/api2_2x/doc/Mesh.py b/source/blender/python/api2_2x/doc/Mesh.py
index 4a53f869283..d463376efbe 100644
--- a/source/blender/python/api2_2x/doc/Mesh.py
+++ b/source/blender/python/api2_2x/doc/Mesh.py
@@ -69,6 +69,7 @@ done once.
- BILLBOARD - always orient after camera.
- HALO - halo face, always point to camera.
- DYNAMIC - respond to collisions.
+ - ALPHASORT - game engine sorts these faces only.
- INVISIBLE - invisible face.
- LIGHT - dynamic lighting.
- OBCOL - use object color instead of vertex colors.