* wizard_curve2tree.py - Automatic alpha blended, textured image joins using material textures and UV layers. Also added some detail options and made it easier to get low poly results.
* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode. * Texture.py - MTex.uvlayer doc was missing * buttons_shading.c - Stencil tooltip was stupid.
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@@ -7585,7 +7585,7 @@ static int Mesh_setVerts( BPy_Mesh * self, PyObject * args )
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free_mesh( me );
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me->mvert = NULL; me->medge = NULL; me->mface = NULL;
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me->mtface = NULL; me->dvert = NULL; me->mcol = NULL;
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me->msticky = NULL; me->mat = NULL; me->bb = NULL;
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me->msticky = NULL; me->mat = NULL; me->bb = NULL; me->mselect = NULL;
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me->totvert = me->totedge = me->totface = me->totcol = 0;
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mesh_update( me );
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return 0;
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@@ -532,6 +532,8 @@ class MTex:
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@ivar mtAmb: How texture maps to ambient value
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@ivar mtDisp: How texture maps to displacement
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@ivar mtWarp: How texture maps to warp
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@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer)
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@type uvlayer: string
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"""
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def getIpo():
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