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@@ -224,7 +224,7 @@ class MESH(Structure):
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#Vertex texture coords, also known as UV channels.
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#A mesh may contain 0 to AI_MAX_NUMBER_OF_TEXTURECOORDS per
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#vertex. NULL if not present. The array is mNumVertices in size.
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- ("mTextureCoords", POINTER(VECTOR3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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+ ("mTextureCoords", POINTER(VECTOR3D)*AI_MAX_NUMBER_OF_TEXTURECOORDS),#OK
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#Specifies the number of components for a given UV channel.
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#Up to three channels are supported (UVW, for accessing volume
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@@ -232,7 +232,7 @@ class MESH(Structure):
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#component p.z of mTextureCoords[n][p] is set to 0.0f.
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#If the value is 1 for a given channel, p.y is set to 0.0f, too.
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#@note 4D coords are not supported
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- ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS),
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+ ("mNumUVComponents", c_uint*AI_MAX_NUMBER_OF_TEXTURECOORDS), #OK
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#The faces the mesh is contstructed from.
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#Each face referres to a number of vertices by their indices.
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@@ -253,7 +253,7 @@ class MESH(Structure):
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#A mesh does use only a single material. If an imported model uses
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#multiple materials, the import splits up the mesh. Use this value
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#as index into the scene's material list.
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- ("mMaterialIndex", c_uint)
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+ ("mMaterialIndex", c_uint) #OK
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]
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