Commented out face transp changing when switching images, this is more annoying then helpful.

Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix()
Edited "Collision" button since ray-sensor also uses collision.
This commit is contained in:
Campbell Barton
2008-06-25 16:09:29 +00:00
parent c353af4d3a
commit 84c4e89eba
3 changed files with 8 additions and 4 deletions

View File

@@ -6219,7 +6219,7 @@ static void editing_panel_mesh_texface(void)
uiDefButBitS(block, TOG, TF_TILES, B_REDR_3D_IMA, "Tiles", 660,160,60,19, &tf->mode, 0, 0, 0, 0, "Use tilemode for face");
uiDefButBitS(block, TOG, TF_LIGHT, REDRAWVIEW3D, "Light", 720,160,60,19, &tf->mode, 0, 0, 0, 0, "Use light for face");
uiDefButBitS(block, TOG, TF_INVISIBLE, REDRAWVIEW3D, "Invisible",780,160,60,19, &tf->mode, 0, 0, 0, 0, "Make face invisible");
uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision detection");
uiDefButBitS(block, TOG, TF_DYNAMIC, REDRAWVIEW3D, "Collision", 840,160,60,19, &tf->mode, 0, 0, 0, 0, "Use face for collision and ray-sensor detection");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, TF_SHAREDCOL, REDRAWVIEW3D, "Shared", 600,135,60,19, &tf->mode, 0, 0, 0, 0, "Blend vertex colors across face when vertices are shared");

View File

@@ -2690,15 +2690,17 @@ void image_changed(SpaceImage *sima, Image *image)
if(image->id.us==0) id_us_plus(&image->id);
else id_lib_extern(&image->id);
#if 0 /* GE People dont like us messing with their face modes */
if (tface->transp==TF_ADD) {} /* they obviously know what they are doing! - leave as is */
else if (ibuf && ibuf->depth == 32) tface->transp = TF_ALPHA;
else tface->transp = TF_SOLID;
#endif
} else {
tface->tpage= NULL;
tface->mode &= ~TF_TEX;
#if 0
tface->transp = TF_SOLID;
#endif
}
change = 1;
}

View File

@@ -50,8 +50,9 @@ class KX_GameObject:
"""
Sets the game object's orientation.
@type orn: 3x3 inverted rotation matrix, or Quaternion.
@type orn: 3x3 rotation matrix, or Quaternion.
@param orn: a rotation matrix specifying the new rotation.
@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def alignAxisToVect(vect, axis):
"""
@@ -71,6 +72,7 @@ class KX_GameObject:
@rtype: 3x3 inverted rotation matrix
@return: The game object's rotation matrix
@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
def getLinearVelocity(local):
"""