Fixed a couple of typos in the Python API docs
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@@ -110,10 +110,10 @@ Keeping a Correct State
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When modeling in blender there are certain assumptions made about the state of the mesh.
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When modeling in blender there are certain assumptions made about the state of the mesh.
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* hidden geometry isn't selected.
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* hidden geometry isn't selected.
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* when an edge is selected, its vertices's are selected too.
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* when an edge is selected, its vertices are selected too.
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* when a face is selected, its edges and vertices's are selected.
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* when a face is selected, its edges and vertices are selected.
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* duplicate edges / faces don't exist.
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* duplicate edges / faces don't exist.
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* faces have at least 3 vertices's.
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* faces have at least 3 vertices.
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To give developers flexibility these conventions are not enforced,
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To give developers flexibility these conventions are not enforced,
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however tools must leave the mesh in a valid state else other tools may behave incorrectly.
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however tools must leave the mesh in a valid state else other tools may behave incorrectly.
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@@ -268,7 +268,7 @@ The **try** statement is useful to save time writing error checking code.
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However **try** is significantly slower then an **if** since an exception has to be set each time, so avoid using **try** in areas of your code that execute in a loop and runs many times.
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However **try** is significantly slower then an **if** since an exception has to be set each time, so avoid using **try** in areas of your code that execute in a loop and runs many times.
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There are cases where using **try** is faster than checking weather the condition will raise an error, so it is worth experimenting.
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There are cases where using **try** is faster than checking whether the condition will raise an error, so it is worth experimenting.
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Value Comparison
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Value Comparison
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@@ -155,7 +155,7 @@ Support Overview
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+==============+==============================+================================+================================+
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+==============+==============================+================================+================================+
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|Import/Create |Bad (inflexible) |Fine (supported as upgrade path)|Best |
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|Import/Create |Bad (inflexible) |Fine (supported as upgrade path)|Best |
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+--------------+------------------------------+--------------------------------+--------------------------------+
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+--------------+------------------------------+--------------------------------+--------------------------------+
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|Manipulate |Bad (inflexible) |Bad (looses ngons) |Best |
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|Manipulate |Bad (inflexible) |Bad (loses ngons) |Best |
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+--------------+------------------------------+--------------------------------+--------------------------------+
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+--------------+------------------------------+--------------------------------+--------------------------------+
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|Export/Output |Good (ngons) |Good (When ngons can't be used) |Good (ngons, memory overhead) |
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|Export/Output |Good (ngons) |Good (When ngons can't be used) |Good (ngons, memory overhead) |
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+--------------+------------------------------+--------------------------------+--------------------------------+
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+--------------+------------------------------+--------------------------------+--------------------------------+
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@@ -188,7 +188,7 @@ Editing is where the 3 data types vary most.
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Exporting
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Exporting
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---------
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---------
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All 3 data types can be used for exporting, the choice mostly depends on weather the target format supports ngons or not.
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All 3 data types can be used for exporting, the choice mostly depends on whether the target format supports ngons or not.
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* polygons are the most direct & efficient way to export providing they convert into the output format easily enough.
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* polygons are the most direct & efficient way to export providing they convert into the output format easily enough.
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* tessfaces work well for exporting to formats which dont support ngons, in fact this is the only place where their use is encouraged.
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* tessfaces work well for exporting to formats which dont support ngons, in fact this is the only place where their use is encouraged.
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