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UV mapping, texturing and game engine data for a face.
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boolean |
alpha_sort Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible) |
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boolean |
billboard Billboard with Z-axis constraint |
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boolean |
collision Use face for collision and ray-sensor detection |
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boolean |
halo Screen aligned billboard |
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Image |
image Image |
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boolean |
invisible Make face invisible |
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boolean |
light Use light for face |
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boolean |
object_color Use ObColor instead of vertex colors |
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boolean |
shadow Face is used for shadow |
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boolean |
shared Blend vertex colors across face when vertices are shared |
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boolean |
tex Render face with texture |
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boolean |
text Enable bitmap text on face |
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enum |
transp Transparency blending mode in... |
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boolean |
twoside Render face twosided |
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float array of 8 items in [-inf, inf] |
uv UV |
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float array of 2 items in [-inf, inf] |
uv1 UV 1 |
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float array of 2 items in [-inf, inf] |
uv2 UV 2 |
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float array of 2 items in [-inf, inf] |
uv3 UV 3 |
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float array of 2 items in [-inf, inf] |
uv4 UV 4 |
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boolean array of 4 items |
uv_pinned UV Pinned |
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boolean array of 4 items |
uv_selected UV Selected |
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transpTransparency blending mode in...
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