bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
+ bm.faces.layers.tex.verify() # currently blender needs both layers.
# adjust UVs
for f in bm.faces:
* 2.0010 -> 2.001
*
* \param str
- * \param len
+ * \param pad
* \return The number of zeto's stripped.
*/
int BLI_str_rstrip_float_zero(char *str, const char pad)
/**
* @brief move all connections of this input socket to another socket
* @param relinkToSocket the socket to move to connections to
- * @param autoconnect will a set operation be added when no connections exist
* @param editorNodeInputSocketIndex index of the socket number of the bNode (used to retrieve the value for autoconnection)
* @param system ExecutionSystem to update to
*/
* (Moves the vertices to make the stroke smoother).
* Uses curvature flow to converge towards a curve of constant curvature. The diffusion method we use is anisotropic
* to prevent the diffusion accross corners.
- * @see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> endhtmlonly
+ * @see \htmlonly <a href=/smoothing/smoothing.html>smoothing/smoothing.html</a> \endhtmlonly
*/
class LIB_STROKE_EXPORT SmoothingShader : public StrokeShader
{
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/makesrna/intern/NOD_static_types.h
+/** \file NOD_static_types.h
* \ingroup nodes
*/