name changes from theeths suggestions
totUvLayers -> totalUVLayers addUvLayers -> addUVLayers
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@@ -6236,7 +6236,7 @@ void Mesh_addCustomLayer_internal(Mesh *me, int type)
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}
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/* custom data layers */
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static PyObject *Mesh_addUvLayer( BPy_Mesh * self )
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static PyObject *Mesh_addUVLayer( BPy_Mesh * self )
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{
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Mesh_addCustomLayer_internal(self->mesh, CD_MTFACE);
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Py_RETURN_NONE;
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@@ -6248,7 +6248,7 @@ static PyObject *Mesh_addColorLayer( BPy_Mesh * self, PyObject * args )
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Py_RETURN_NONE;
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}
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static PyObject *Mesh_removeUvLayer( BPy_Mesh * self )
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static PyObject *Mesh_removeUVLayer( BPy_Mesh * self )
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{
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Mesh *me = self->mesh;
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if (me->mtface != NULL) {
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@@ -6558,11 +6558,11 @@ static struct PyMethodDef BPy_Mesh_methods[] = {
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"Recalculates inside or outside normals (experimental)"},
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/* mesh custom data layers */
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{"addUvLayer", (PyCFunction)Mesh_addUvLayer, METH_NOARGS,
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{"addUVLayer", (PyCFunction)Mesh_addUVLayer, METH_NOARGS,
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"adds a UV layer to this mesh"},
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{"addColorLayer", (PyCFunction)Mesh_addColorLayer, METH_NOARGS,
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"adds a color layer to this mesh"},
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{"removeUvLayer", (PyCFunction)Mesh_removeUvLayer, METH_NOARGS,
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{"removeUVLayer", (PyCFunction)Mesh_removeUVLayer, METH_NOARGS,
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"removes a UV layer to this mesh"},
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{"removeColorLayer", (PyCFunction)Mesh_removeColorLayer, METH_NOARGS,
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"removes a color layer to this mesh"},
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@@ -7327,17 +7327,17 @@ static PyGetSetDef BPy_Mesh_getseters[] = {
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(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
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"Index of the active UV layer",
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CD_MCOL},
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{"activeUvLayer",
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{"activeUVLayer",
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(getter)Mesh_getActiveLayer, (setter)Mesh_setActiveLayer,
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"Index of the active vertex color layer",
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CD_MTFACE},
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{"totColorLayers",
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{"totalColorLayers",
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(getter)Mesh_getTotLayers, (setter)NULL,
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"Index of the active vertex color layer",
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CD_MCOL},
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{"totUvLayers",
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{"totalUVLayers",
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(getter)Mesh_getTotLayers, (setter)NULL,
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"Index of the active vertex color layer",
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CD_MTFACE},
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@@ -751,15 +751,15 @@ class Mesh:
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mesh can be used for rendering textures.
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@type texMesh: Mesh or None
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@ivar activeUvLayer: The mesh's active UV/Image layer index. -1 if there is no UV/Image layers.
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@type activeUvLayer: int
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@ivar activeUVLayer: The mesh's active UV/Image layer index. -1 if there is no UV/Image layers.
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@type activeUVLayer: int
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@ivar activeColorLayer: The mesh's active Vertex Color layer index. -1 if there is no UV/Image layers.
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@type activeColorLayer: int
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@ivar totUvLayers: The mesh's total number of UV/Image layers.
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@type totUvLayers: int
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@ivar totColorLayers: The mesh's total number of Vertex Color layers.
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@type totColorLayers: int
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@ivar totalUVLayers: The mesh's total number of UV/Image layers.
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@type totalUVLayers: int
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@ivar totalColorLayers: The mesh's total number of Vertex Color layers.
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@type totalColorLayers: int
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"""
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@@ -1002,7 +1002,7 @@ class Mesh:
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Blender itself later).
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"""
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def addUvLayer():
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def addUVLayer():
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"""
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Adds a new UV/Image layer to this mesh, it will always be the last layer and made active.
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"""
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@@ -1012,7 +1012,7 @@ class Mesh:
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Adds a new Vertex Color layer to this mesh, it will always be the last layer and made active.
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"""
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def removeUvLayer():
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def removeUVLayer():
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"""
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Removes the active UV/Image layer.
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"""
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