Spellfixes: colour -> color
This commit is contained in:
@@ -37,7 +37,7 @@
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Much of the actual functionality can be found in the python scripts
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in the directory $BLENDERHOME/tools, with Blender.py defining the
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bulk of the functionality. btools.py has some helper functions, and
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bcolors.py is for the terminal colours. mstoolkit.py and crossmingw.py
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bcolors.py is for the terminal colors. mstoolkit.py and crossmingw.py
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are modules which set up SCons for the MS VC++ 2003 toolkit and
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the cross-compile toolset for compiling Windows binaries on Linux
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respectively. Note: the cross-compile doesn't work yet for Blender,
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@@ -48,7 +48,7 @@
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% python ./scons/scons.py
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This will start the build process with default values. Depending
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on your platform you may see colour in your output (non-Windows
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on your platform you may see color in your output (non-Windows
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machines). In the the beginning an overview of targets and arguments
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from the command-line is given, then all libraries and binaries to
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build are configured.
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@@ -123,11 +123,11 @@
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This rewrite features a cleaner output during the build process. If
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you need to see the full command-line for compiles, then you can
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change that behaviour. Also the use of colours can be changed:
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change that behaviour. Also the use of colors can be changed:
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% python scons\scons.py BF_FANCY=0
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This will disable the use of colours.
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This will disable the use of colors.
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% python scons\scons.py BF_QUIET=0
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@@ -173,7 +173,7 @@ drawtype:
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UI_EMBOSSN 2 /* Button with no border */
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UI_EMBOSSF 3 /* Square embossed button (file select) */
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UI_EMBOSSM 4 /* Colored, for pulldown menus */
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UI_EMBOSSP 5 /* Simple borderless coloured button (like blender sensors) */
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UI_EMBOSSP 5 /* Simple borderless colored button (like blender sensors) */
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font:
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UI_HELV 0 /* normal font */
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@@ -94,11 +94,11 @@ Functions
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If filename starts with // the image will be saved relative to the current directory.
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If the filename contains # it will be replaced with the frame number.
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The standalone player saves .png files. It does not support colour space conversion
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The standalone player saves .png files. It does not support color space conversion
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or gamma correction.
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When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
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Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
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Gamma, Colorspace conversion and Jpeg compression are taken from the Render settings panels.
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:type filename: string
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@@ -125,14 +125,14 @@ Functions
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.. function:: setBackgroundColor(rgba)
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Sets the window background colour.
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Sets the window background color.
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:type rgba: list [r, g, b, a]
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.. function:: setMistColor(rgb)
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Sets the mist colour.
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Sets the mist color.
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:type rgb: list [r, g, b]
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@@ -153,8 +153,8 @@ Functions
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.. function:: setMistEnd(end)
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Sets the mist end value. Objects further away from this will be coloured solid with
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the colour set by setMistColor().
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Sets the mist end value. Objects further away from this will be colored solid with
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the color set by setMistColor().
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:type end: float
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@@ -1683,7 +1683,7 @@ Game Types (bge.types)
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light = co.owner
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light.energy = 1.0
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light.colour = [1.0, 0.0, 0.0]
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light.color = [1.0, 0.0, 0.0]
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.. data:: SPOT
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@@ -1719,15 +1719,15 @@ Game Types (bge.types)
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:type: float
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.. attribute:: colour
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.. attribute:: color
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The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
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The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
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:type: list [r, g, b]
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.. attribute:: color
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.. attribute:: colour
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Synonym for colour.
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Synonym for color.
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.. attribute:: lin_attenuation
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@@ -1782,7 +1782,7 @@ Game Types (bge.types)
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#. They are at the same position
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#. UV coordinates are the same
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#. Their normals are the same (both polygons are "Set Smooth")
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#. They are the same colour, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
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#. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
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The correct method of iterating over every :class:`KX_VertexProxy` in a game object
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@@ -1798,8 +1798,8 @@ Game Types (bge.types)
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for v_index in range(mesh.getVertexArrayLength(m_index)):
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vertex = mesh.getVertex(m_index, v_index)
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# Do something with vertex here...
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# ... eg: colour the vertex red.
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vertex.colour = [1.0, 0.0, 0.0, 1.0]
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# ... eg: color the vertex red.
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vertex.color = [1.0, 0.0, 0.0, 1.0]
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.. attribute:: materials
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@@ -2538,13 +2538,13 @@ Game Types (bge.types)
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.. attribute:: diffuse
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The diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
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The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
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:type: list [r, g, b]
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.. attribute:: specular
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The specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
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The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
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:type: list [r, g, b]
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@@ -3381,7 +3381,7 @@ Game Types (bge.types)
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.. class:: KX_VertexProxy(SCA_IObject)
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A vertex holds position, UV, colour and normal information.
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A vertex holds position, UV, color and normal information.
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Note:
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The physics simulation is NOT currently updated - physics will not respond
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@@ -3405,17 +3405,17 @@ Game Types (bge.types)
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:type: list [nx, ny, nz]
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.. attribute:: colour
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.. attribute:: color
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The colour of the vertex.
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The color of the vertex.
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:type: list [r, g, b, a]
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Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
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.. attribute:: color
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.. attribute:: colour
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Synonym for colour.
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Synonym for color.
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.. attribute:: x
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@@ -3461,25 +3461,25 @@ Game Types (bge.types)
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.. attribute:: r
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The red component of the vertex colour. 0.0 <= r <= 1.0.
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The red component of the vertex color. 0.0 <= r <= 1.0.
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:type: float
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.. attribute:: g
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The green component of the vertex colour. 0.0 <= g <= 1.0.
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The green component of the vertex color. 0.0 <= g <= 1.0.
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:type: float
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.. attribute:: b
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The blue component of the vertex colour. 0.0 <= b <= 1.0.
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The blue component of the vertex color. 0.0 <= b <= 1.0.
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:type: float
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.. attribute:: a
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The alpha component of the vertex colour. 0.0 <= a <= 1.0.
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The alpha component of the vertex color. 0.0 <= a <= 1.0.
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:type: float
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@@ -3529,15 +3529,15 @@ Game Types (bge.types)
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.. method:: getRGBA()
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Gets the colour of this vertex.
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Gets the color of this vertex.
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The colour is represented as four bytes packed into an integer value. The colour is
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The color is represented as four bytes packed into an integer value. The color is
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packed as RGBA.
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Since Python offers no way to get each byte without shifting, you must use the struct module to
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access colour in an machine independent way.
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access color in an machine independent way.
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Because of this, it is suggested you use the r, g, b and a attributes or the colour attribute instead.
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Because of this, it is suggested you use the r, g, b and a attributes or the color attribute instead.
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.. code-block:: python
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@@ -3547,17 +3547,17 @@ Game Types (bge.types)
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# black = ( 0, 0, 0, 255)
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# white = (255, 255, 255, 255)
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:return: packed colour. 4 byte integer with one byte per colour channel in RGBA format.
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:return: packed color. 4 byte integer with one byte per color channel in RGBA format.
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:rtype: integer
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.. method:: setRGBA(col)
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Sets the colour of this vertex.
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Sets the color of this vertex.
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See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes
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or the colour attribute instead.
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or the color attribute instead.
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setRGBA() also accepts a four component list as argument col. The list represents the colour as [r, g, b, a]
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setRGBA() also accepts a four component list as argument col. The list represents the color as [r, g, b, a]
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with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]
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.. code-block:: python
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@@ -3567,7 +3567,7 @@ Game Types (bge.types)
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v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
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v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
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:arg col: the new colour of this vertex in packed RGBA format.
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:arg col: the new color of this vertex in packed RGBA format.
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:type col: integer or list [r, g, b, a]
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.. method:: getNormal()
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