diff options
author | Campbell Barton <ideasman42@gmail.com> | 2008-09-06 14:39:19 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2008-09-06 14:39:19 +0400 |
commit | 742e917c6acd4c7a4fbbc438607df6b9b5401602 (patch) | |
tree | 551b4ac0dac6da4c463c5aa6d06d9ac2e9a67f3a /source | |
parent | 8675ff6d1dc4d5b9967aa825e5dc23620a0179bb (diff) |
added ALPHASORT flag to the bpython api
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/python/api2_2x/Mesh.c | 5 | ||||
-rw-r--r-- | source/blender/python/api2_2x/doc/Mesh.py | 1 |
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. |