modules ⊕ Armature ⊕ BGL ⊕ Camera ⊕ Curve ⊕ Draw ⊕ Effect ⊕ Image ⊕ Ipo ⊕ IpoCurve ⊕ Lamp ⊕ Material ⊕ Metaball ⊕ NMesh ⊕ Object ⊕ Scene ⊕ Text ⊕ Types ⊕ Window ⊕ World ⊕ sys builtin function or methods ◊ Get ◊ Redraw ◊ ReleaseGlobalDict ◊ Set | NoneTypes Blender.link
ints Blender.bylink = 0
builtin function or methods Blender.Get(...) (request) - Retrieve settings from Blender
(request) A string indentifying the data to be returned 'curframe' - Returns the current animation frame 'curtime' - Returns the current animation time 'staframe' - Returns the start frame of the animation 'endframe' - Returns the end frame of the animation 'filename' - Returns the name of the last file read or written 'version' - Returns the Blender version number Blender.Redraw(...) () - Redraw all 3D windows Blender.ReleaseGlobalDict(...) (int) - Define whether the global Python Interpreter dictionary should be cleared after the script is run. Default is to clear (non-zero int). () - Return the current behavior as a bool value (0 is false, 1 is true)
Blender.Set(...) (request, data) - Update settings in Blender
(request) A string identifying the setting to change 'curframe' - Sets the current frame using the number in data modules
Armature module | parents ⊗ Blender modules ⊕ Bone builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Armature module
This module provides control over **Armature Data** objects in Blender. builtin function or methods Blender.Armature.Get(...) (name) - return the armature with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all armatures in the current scene. Blender.Armature.New(...) (name) - return a new Armature datablock of optional name 'name'. Blender.Armature.get(...) (name) - DEPRECATED. Use 'Get' instead. return the armature with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all armatures in the current scene. modules
Bone module | parents ⊗ Blender ⊗ Armature builtin function or methods ◊ New | documentation The Blender Bone module
This module provides control over **Bone Data** objects in Blender.
Example::
from Blender import Armature.Bone
l = Armature.Bone.New() builtin function or methods Blender.Armature.Bone.New(...) (name) - return a new Bone of name 'name'. |
|
BGL module | parents ⊗ Blender builtin function or methods ◊ Buffer ◊ glAccum ◊ glAlphaFunc ◊ glAreTexturesResident ◊ glBegin ◊ glBindTexture ◊ glBitmap ◊ glBlendFunc ◊ glCallList ◊ glCallLists ◊ glClear ◊ glClearAccum ◊ glClearColor ◊ glClearDepth ◊ glClearIndex ◊ glClearStencil ◊ glClipPlane ◊ glColor3b ◊ glColor3bv ◊ glColor3d ◊ glColor3dv ◊ glColor3f ◊ glColor3fv ◊ glColor3i ◊ glColor3iv ◊ glColor3s ◊ glColor3sv ◊ glColor3ub ◊ glColor3ubv ◊ glColor3ui ◊ glColor3uiv ◊ glColor3us ◊ glColor3usv ◊ glColor4b ◊ glColor4bv ◊ glColor4d ◊ glColor4dv ◊ glColor4f ◊ glColor4fv ◊ glColor4i ◊ glColor4iv ◊ glColor4s ◊ glColor4sv ◊ glColor4ub ◊ glColor4ubv ◊ glColor4ui ◊ glColor4uiv ◊ glColor4us ◊ glColor4usv ◊ glColorMask ◊ glColorMaterial ◊ glCopyPixels ◊ glCullFace ◊ glDeleteLists ◊ glDeleteTextures ◊ glDepthFunc ◊ glDepthMask ◊ glDepthRange ◊ glDisable ◊ glDrawBuffer ◊ glDrawPixels ◊ glEdgeFlag ◊ glEdgeFlagv ◊ glEnable ◊ glEnd ◊ glEndList ◊ glEvalCoord1d ◊ glEvalCoord1dv ◊ glEvalCoord1f ◊ glEvalCoord1fv ◊ glEvalCoord2d ◊ glEvalCoord2dv ◊ glEvalCoord2f ◊ glEvalCoord2fv ◊ glEvalMesh1 ◊ glEvalMesh2 ◊ glEvalPoint1 ◊ glEvalPoint2 ◊ glFeedbackBuffer ◊ glFinish ◊ glFlush ◊ glFogf ◊ glFogfv ◊ glFogi ◊ glFogiv ◊ glFrontFace ◊ glFrustum ◊ glGenLists ◊ glGenTextures ◊ glGetBooleanv ◊ glGetClipPlane ◊ glGetDoublev ◊ glGetError ◊ glGetFloatv ◊ glGetIntegerv ◊ glGetLightfv ◊ glGetLightiv ◊ glGetMapdv ◊ glGetMapfv ◊ glGetMapiv ◊ glGetMaterialfv ◊ glGetMaterialiv ◊ glGetPixelMapfv ◊ glGetPixelMapuiv ◊ glGetPixelMapusv ◊ glGetPolygonStipple ◊ glGetString ◊ glGetTexEnvfv ◊ glGetTexEnviv ◊ glGetTexGendv ◊ glGetTexGenfv ◊ glGetTexGeniv ◊ glGetTexImage ◊ glGetTexLevelParameterfv ◊ glGetTexLevelParameteriv ◊ glGetTexParameterfv ◊ glGetTexParameteriv ◊ glHint ◊ glIndexMask ◊ glIndexd ◊ glIndexdv ◊ glIndexf ◊ glIndexfv ◊ glIndexi ◊ glIndexiv ◊ glIndexs ◊ glIndexsv ◊ glInitNames ◊ glIsEnabled ◊ glIsList ◊ glIsTexture ◊ glLightModelf ◊ glLightModelfv ◊ glLightModeli ◊ glLightModeliv ◊ glLightf ◊ glLightfv ◊ glLighti ◊ glLightiv ◊ glLineStipple ◊ glLineWidth ◊ glListBase ◊ glLoadIdentity ◊ glLoadMatrixd ◊ glLoadMatrixf ◊ glLoadName ◊ glLogicOp ◊ glMap1d ◊ glMap1f ◊ glMap2d ◊ glMap2f ◊ glMapGrid1d ◊ glMapGrid1f ◊ glMapGrid2d ◊ glMapGrid2f ◊ glMaterialf ◊ glMaterialfv ◊ glMateriali ◊ glMaterialiv ◊ glMatrixMode ◊ glMultMatrixd ◊ glMultMatrixf ◊ glNewList ◊ glNormal3b ◊ glNormal3bv ◊ glNormal3d ◊ glNormal3dv ◊ glNormal3f ◊ glNormal3fv ◊ glNormal3i ◊ glNormal3iv ◊ glNormal3s ◊ glNormal3sv ◊ glOrtho ◊ glPassThrough ◊ glPixelMapfv ◊ glPixelMapuiv ◊ glPixelMapusv ◊ glPixelStoref ◊ glPixelStorei ◊ glPixelTransferf ◊ glPixelTransferi ◊ glPixelZoom ◊ glPointSize ◊ glPolygonMode ◊ glPolygonOffset ◊ glPolygonStipple ◊ glPopAttrib ◊ glPopMatrix ◊ glPopName ◊ glPrioritizeTextures ◊ glPushAttrib ◊ glPushMatrix ◊ glPushName ◊ glRasterPos2d ◊ glRasterPos2dv ◊ glRasterPos2f ◊ glRasterPos2fv ◊ glRasterPos2i ◊ glRasterPos2iv ◊ glRasterPos2s ◊ glRasterPos2sv ◊ glRasterPos3d ◊ glRasterPos3dv ◊ glRasterPos3f ◊ glRasterPos3fv ◊ glRasterPos3i ◊ glRasterPos3iv ◊ glRasterPos3s ◊ glRasterPos3sv ◊ glRasterPos4d ◊ glRasterPos4dv ◊ glRasterPos4f ◊ glRasterPos4fv ◊ glRasterPos4i ◊ glRasterPos4iv ◊ glRasterPos4s ◊ glRasterPos4sv ◊ glReadBuffer ◊ glReadPixels ◊ glRectd ◊ glRectdv ◊ glRectf ◊ glRectfv ◊ glRecti ◊ glRectiv ◊ glRects ◊ glRectsv ◊ glRenderMode ◊ glRotated ◊ glRotatef ◊ glScaled ◊ glScalef ◊ glScissor ◊ glSelectBuffer ◊ glShadeModel ◊ glStencilFunc ◊ glStencilMask ◊ glStencilOp ◊ glTexCoord1d ◊ glTexCoord1dv ◊ glTexCoord1f ◊ glTexCoord1fv ◊ glTexCoord1i ◊ glTexCoord1iv ◊ glTexCoord1s ◊ glTexCoord1sv ◊ glTexCoord2d ◊ glTexCoord2dv ◊ glTexCoord2f ◊ glTexCoord2fv ◊ glTexCoord2i ◊ glTexCoord2iv ◊ glTexCoord2s ◊ glTexCoord2sv ◊ glTexCoord3d ◊ glTexCoord3dv ◊ glTexCoord3f ◊ glTexCoord3fv ◊ glTexCoord3i ◊ glTexCoord3iv ◊ glTexCoord3s ◊ glTexCoord3sv ◊ glTexCoord4d ◊ glTexCoord4dv ◊ glTexCoord4f ◊ glTexCoord4fv ◊ glTexCoord4i ◊ glTexCoord4iv ◊ glTexCoord4s ◊ glTexCoord4sv ◊ glTexEnvf ◊ glTexEnvfv ◊ glTexEnvi ◊ glTexEnviv ◊ glTexGend ◊ glTexGendv ◊ glTexGenf ◊ glTexGenfv ◊ glTexGeni ◊ glTexGeniv ◊ glTexImage1D ◊ glTexImage2D ◊ glTexParameterf ◊ glTexParameterfv ◊ glTexParameteri ◊ glTexParameteriv ◊ glTranslated ◊ glTranslatef ◊ glVertex2d ◊ glVertex2dv ◊ glVertex2f ◊ glVertex2fv ◊ glVertex2i ◊ glVertex2iv ◊ glVertex2s ◊ glVertex2sv ◊ glVertex3d ◊ glVertex3dv ◊ glVertex3f ◊ glVertex3fv ◊ glVertex3i ◊ glVertex3iv ◊ glVertex3s ◊ glVertex3sv ◊ glVertex4d ◊ glVertex4dv ◊ glVertex4f ◊ glVertex4fv ◊ glVertex4i ◊ glVertex4iv ◊ glVertex4s ◊ glVertex4sv ◊ glViewport | ints Blender.BGL.GL_2D = 1536 Blender.BGL.GL_2_BYTES = 5127 Blender.BGL.GL_3D = 1537 Blender.BGL.GL_3D_COLOR = 1538 Blender.BGL.GL_3D_COLOR_TEXTURE = 1539 Blender.BGL.GL_3_BYTES = 5128 Blender.BGL.GL_4D_COLOR_TEXTURE = 1540 Blender.BGL.GL_4_BYTES = 5129 Blender.BGL.GL_ACCUM = 256 Blender.BGL.GL_ACCUM_ALPHA_BITS = 3419 Blender.BGL.GL_ACCUM_BLUE_BITS = 3418 Blender.BGL.GL_ACCUM_BUFFER_BIT = 512 Blender.BGL.GL_ACCUM_CLEAR_VALUE = 2944 Blender.BGL.GL_ACCUM_GREEN_BITS = 3417 Blender.BGL.GL_ACCUM_RED_BITS = 3416 Blender.BGL.GL_ADD = 260 Blender.BGL.GL_ALL_ATTRIB_BITS = 1048575 Blender.BGL.GL_ALPHA = 6406 Blender.BGL.GL_ALPHA_BIAS = 3357 Blender.BGL.GL_ALPHA_BITS = 3413 Blender.BGL.GL_ALPHA_SCALE = 3356 Blender.BGL.GL_ALPHA_TEST = 3008 Blender.BGL.GL_ALPHA_TEST_FUNC = 3009 Blender.BGL.GL_ALPHA_TEST_REF = 3010 Blender.BGL.GL_ALWAYS = 519 Blender.BGL.GL_AMBIENT = 4608 Blender.BGL.GL_AMBIENT_AND_DIFFUSE = 5634 Blender.BGL.GL_AND = 5377 Blender.BGL.GL_AND_INVERTED = 5380 Blender.BGL.GL_AND_REVERSE = 5378 Blender.BGL.GL_ATTRIB_STACK_DEPTH = 2992 Blender.BGL.GL_AUTO_NORMAL = 3456 Blender.BGL.GL_AUX0 = 1033 Blender.BGL.GL_AUX1 = 1034 Blender.BGL.GL_AUX2 = 1035 Blender.BGL.GL_AUX3 = 1036 Blender.BGL.GL_AUX_BUFFERS = 3072 Blender.BGL.GL_BACK = 1029 Blender.BGL.GL_BACK_LEFT = 1026 Blender.BGL.GL_BACK_RIGHT = 1027 Blender.BGL.GL_BITMAP = 6656 Blender.BGL.GL_BITMAP_TOKEN = 1796 Blender.BGL.GL_BLEND = 3042 Blender.BGL.GL_BLEND_DST = 3040 Blender.BGL.GL_BLEND_SRC = 3041 Blender.BGL.GL_BLUE = 6405 Blender.BGL.GL_BLUE_BIAS = 3355 Blender.BGL.GL_BLUE_BITS = 3412 Blender.BGL.GL_BLUE_SCALE = 3354 Blender.BGL.GL_BYTE = 5120 Blender.BGL.GL_CCW = 2305 Blender.BGL.GL_CLAMP = 10496 Blender.BGL.GL_CLEAR = 5376 Blender.BGL.GL_CLIP_PLANE0 = 12288 Blender.BGL.GL_CLIP_PLANE1 = 12289 Blender.BGL.GL_CLIP_PLANE2 = 12290 Blender.BGL.GL_CLIP_PLANE3 = 12291 Blender.BGL.GL_CLIP_PLANE4 = 12292 Blender.BGL.GL_CLIP_PLANE5 = 12293 Blender.BGL.GL_COEFF = 2560 Blender.BGL.GL_COLOR = 6144 Blender.BGL.GL_COLOR_BUFFER_BIT = 16384 Blender.BGL.GL_COLOR_CLEAR_VALUE = 3106 Blender.BGL.GL_COLOR_INDEX = 6400 Blender.BGL.GL_COLOR_INDEXES = 5635 Blender.BGL.GL_COLOR_MATERIAL = 2903 Blender.BGL.GL_COLOR_MATERIAL_FACE = 2901 Blender.BGL.GL_COLOR_MATERIAL_PARAMETER = 2902 Blender.BGL.GL_COLOR_WRITEMASK = 3107 Blender.BGL.GL_COMPILE = 4864 Blender.BGL.GL_COMPILE_AND_EXECUTE = 4865 Blender.BGL.GL_CONSTANT_ATTENUATION = 4615 Blender.BGL.GL_COPY = 5379 Blender.BGL.GL_COPY_INVERTED = 5388 Blender.BGL.GL_COPY_PIXEL_TOKEN = 1798 Blender.BGL.GL_CULL_FACE = 2884 Blender.BGL.GL_CULL_FACE_MODE = 2885 Blender.BGL.GL_CURRENT_BIT = 1 Blender.BGL.GL_CURRENT_COLOR = 2816 Blender.BGL.GL_CURRENT_INDEX = 2817 Blender.BGL.GL_CURRENT_NORMAL = 2818 Blender.BGL.GL_CURRENT_RASTER_COLOR = 2820 Blender.BGL.GL_CURRENT_RASTER_DISTANCE = 2825 Blender.BGL.GL_CURRENT_RASTER_INDEX = 2821 Blender.BGL.GL_CURRENT_RASTER_POSITION = 2823 Blender.BGL.GL_CURRENT_RASTER_POSITION_VALID = 2824 Blender.BGL.GL_CURRENT_RASTER_TEXTURE_COORDS = 2822 Blender.BGL.GL_CURRENT_TEXTURE_COORDS = 2819 Blender.BGL.GL_CW = 2304 Blender.BGL.GL_DECAL = 8449 Blender.BGL.GL_DECR = 7683 Blender.BGL.GL_DEPTH = 6145 Blender.BGL.GL_DEPTH_BIAS = 3359 Blender.BGL.GL_DEPTH_BITS = 3414 Blender.BGL.GL_DEPTH_BUFFER_BIT = 256 Blender.BGL.GL_DEPTH_CLEAR_VALUE = 2931 Blender.BGL.GL_DEPTH_COMPONENT = 6402 Blender.BGL.GL_DEPTH_FUNC = 2932 Blender.BGL.GL_DEPTH_RANGE = 2928 Blender.BGL.GL_DEPTH_SCALE = 3358 Blender.BGL.GL_DEPTH_TEST = 2929 Blender.BGL.GL_DEPTH_WRITEMASK = 2930 Blender.BGL.GL_DIFFUSE = 4609 Blender.BGL.GL_DITHER = 3024 Blender.BGL.GL_DOMAIN = 2562 Blender.BGL.GL_DONT_CARE = 4352 Blender.BGL.GL_DOUBLEBUFFER = 3122 Blender.BGL.GL_DRAW_BUFFER = 3073 Blender.BGL.GL_DRAW_PIXEL_TOKEN = 1797 Blender.BGL.GL_DST_ALPHA = 772 Blender.BGL.GL_DST_COLOR = 774 Blender.BGL.GL_EDGE_FLAG = 2883 Blender.BGL.GL_EMISSION = 5632 Blender.BGL.GL_ENABLE_BIT = 8192 Blender.BGL.GL_EQUAL = 514 Blender.BGL.GL_EQUIV = 5385 Blender.BGL.GL_EVAL_BIT = 65536 Blender.BGL.GL_EXP = 2048 Blender.BGL.GL_EXP2 = 2049 Blender.BGL.GL_EXTENSIONS = 7939 Blender.BGL.GL_EYE_LINEAR = 9216 Blender.BGL.GL_EYE_PLANE = 9474 Blender.BGL.GL_FALSE = 0 Blender.BGL.GL_FASTEST = 4353 Blender.BGL.GL_FEEDBACK = 7169 Blender.BGL.GL_FILL = 6914 Blender.BGL.GL_FLAT = 7424 Blender.BGL.GL_FLOAT = 5126 Blender.BGL.GL_FOG = 2912 Blender.BGL.GL_FOG_BIT = 128 Blender.BGL.GL_FOG_COLOR = 2918 Blender.BGL.GL_FOG_DENSITY = 2914 Blender.BGL.GL_FOG_END = 2916 Blender.BGL.GL_FOG_HINT = 3156 Blender.BGL.GL_FOG_INDEX = 2913 Blender.BGL.GL_FOG_MODE = 2917 Blender.BGL.GL_FOG_START = 2915 Blender.BGL.GL_FRONT = 1028 Blender.BGL.GL_FRONT_AND_BACK = 1032 Blender.BGL.GL_FRONT_FACE = 2886 Blender.BGL.GL_FRONT_LEFT = 1024 Blender.BGL.GL_FRONT_RIGHT = 1025 Blender.BGL.GL_GEQUAL = 518 Blender.BGL.GL_GREATER = 516 Blender.BGL.GL_GREEN = 6404 Blender.BGL.GL_GREEN_BIAS = 3353 Blender.BGL.GL_GREEN_BITS = 3411 Blender.BGL.GL_GREEN_SCALE = 3352 Blender.BGL.GL_HINT_BIT = 32768 Blender.BGL.GL_INCR = 7682 Blender.BGL.GL_INDEX_BITS = 3409 Blender.BGL.GL_INDEX_CLEAR_VALUE = 3104 Blender.BGL.GL_INDEX_MODE = 3120 Blender.BGL.GL_INDEX_OFFSET = 3347 Blender.BGL.GL_INDEX_SHIFT = 3346 Blender.BGL.GL_INDEX_WRITEMASK = 3105 Blender.BGL.GL_INT = 5124 Blender.BGL.GL_INVALID_ENUM = 1280 Blender.BGL.GL_INVALID_OPERATION = 1282 Blender.BGL.GL_INVALID_VALUE = 1281 Blender.BGL.GL_INVERT = 5386 Blender.BGL.GL_KEEP = 7680 Blender.BGL.GL_LEFT = 1030 Blender.BGL.GL_LEQUAL = 515 Blender.BGL.GL_LESS = 513 Blender.BGL.GL_LIGHT0 = 16384 Blender.BGL.GL_LIGHT1 = 16385 Blender.BGL.GL_LIGHT2 = 16386 Blender.BGL.GL_LIGHT3 = 16387 Blender.BGL.GL_LIGHT4 = 16388 Blender.BGL.GL_LIGHT5 = 16389 Blender.BGL.GL_LIGHT6 = 16390 Blender.BGL.GL_LIGHT7 = 16391 Blender.BGL.GL_LIGHTING = 2896 Blender.BGL.GL_LIGHTING_BIT = 64 Blender.BGL.GL_LIGHT_MODEL_AMBIENT = 2899 Blender.BGL.GL_LIGHT_MODEL_LOCAL_VIEWER = 2897 Blender.BGL.GL_LIGHT_MODEL_TWO_SIDE = 2898 Blender.BGL.GL_LINE = 6913 Blender.BGL.GL_LINEAR = 9729 Blender.BGL.GL_LINEAR_ATTENUATION = 4616 Blender.BGL.GL_LINEAR_MIPMAP_LINEAR = 9987 Blender.BGL.GL_LINEAR_MIPMAP_NEAREST = 9985 Blender.BGL.GL_LINES = 1 Blender.BGL.GL_LINE_BIT = 4 Blender.BGL.GL_LINE_LOOP = 2 Blender.BGL.GL_LINE_RESET_TOKEN = 1799 Blender.BGL.GL_LINE_SMOOTH = 2848 Blender.BGL.GL_LINE_SMOOTH_HINT = 3154 Blender.BGL.GL_LINE_STIPPLE = 2852 Blender.BGL.GL_LINE_STIPPLE_PATTERN = 2853 Blender.BGL.GL_LINE_STIPPLE_REPEAT = 2854 Blender.BGL.GL_LINE_STRIP = 3 Blender.BGL.GL_LINE_TOKEN = 1794 Blender.BGL.GL_LINE_WIDTH = 2849 Blender.BGL.GL_LINE_WIDTH_GRANULARITY = 2851 Blender.BGL.GL_LINE_WIDTH_RANGE = 2850 Blender.BGL.GL_LIST_BASE = 2866 Blender.BGL.GL_LIST_BIT = 131072 Blender.BGL.GL_LIST_INDEX = 2867 Blender.BGL.GL_LIST_MODE = 2864 Blender.BGL.GL_LOAD = 257 Blender.BGL.GL_LOGIC_OP = 3057 Blender.BGL.GL_LOGIC_OP_MODE = 3056 Blender.BGL.GL_LUMINANCE = 6409 Blender.BGL.GL_LUMINANCE_ALPHA = 6410 Blender.BGL.GL_MAP1_COLOR_4 = 3472 Blender.BGL.GL_MAP1_GRID_DOMAIN = 3536 Blender.BGL.GL_MAP1_GRID_SEGMENTS = 3537 Blender.BGL.GL_MAP1_INDEX = 3473 Blender.BGL.GL_MAP1_NORMAL = 3474 Blender.BGL.GL_MAP1_TEXTURE_COORD_1 = 3475 Blender.BGL.GL_MAP1_TEXTURE_COORD_2 = 3476 Blender.BGL.GL_MAP1_TEXTURE_COORD_3 = 3477 Blender.BGL.GL_MAP1_TEXTURE_COORD_4 = 3478 Blender.BGL.GL_MAP1_VERTEX_3 = 3479 Blender.BGL.GL_MAP1_VERTEX_4 = 3480 Blender.BGL.GL_MAP2_COLOR_4 = 3504 Blender.BGL.GL_MAP2_GRID_DOMAIN = 3538 Blender.BGL.GL_MAP2_GRID_SEGMENTS = 3539 Blender.BGL.GL_MAP2_INDEX = 3505 Blender.BGL.GL_MAP2_NORMAL = 3506 Blender.BGL.GL_MAP2_TEXTURE_COORD_1 = 3507 Blender.BGL.GL_MAP2_TEXTURE_COORD_2 = 3508 Blender.BGL.GL_MAP2_TEXTURE_COORD_3 = 3509 Blender.BGL.GL_MAP2_TEXTURE_COORD_4 = 3510 Blender.BGL.GL_MAP2_VERTEX_3 = 3511 Blender.BGL.GL_MAP2_VERTEX_4 = 3512 Blender.BGL.GL_MAP_COLOR = 3344 Blender.BGL.GL_MAP_STENCIL = 3345 Blender.BGL.GL_MATRIX_MODE = 2976 Blender.BGL.GL_MAX_ATTRIB_STACK_DEPTH = 3381 Blender.BGL.GL_MAX_CLIP_PLANES = 3378 Blender.BGL.GL_MAX_EVAL_ORDER = 3376 Blender.BGL.GL_MAX_LIGHTS = 3377 Blender.BGL.GL_MAX_LIST_NESTING = 2865 Blender.BGL.GL_MAX_MODELVIEW_STACK_DEPTH = 3382 Blender.BGL.GL_MAX_NAME_STACK_DEPTH = 3383 Blender.BGL.GL_MAX_PIXEL_MAP_TABLE = 3380 Blender.BGL.GL_MAX_PROJECTION_STACK_DEPTH = 3384 Blender.BGL.GL_MAX_TEXTURE_SIZE = 3379 Blender.BGL.GL_MAX_TEXTURE_STACK_DEPTH = 3385 Blender.BGL.GL_MAX_VIEWPORT_DIMS = 3386 Blender.BGL.GL_MODELVIEW = 5888 Blender.BGL.GL_MODELVIEW_MATRIX = 2982 Blender.BGL.GL_MODELVIEW_STACK_DEPTH = 2979 Blender.BGL.GL_MODULATE = 8448 Blender.BGL.GL_MULT = 259 Blender.BGL.GL_NAME_STACK_DEPTH = 3440 Blender.BGL.GL_NAND = 5390 Blender.BGL.GL_NEAREST = 9728 Blender.BGL.GL_NEAREST_MIPMAP_LINEAR = 9986 Blender.BGL.GL_NEAREST_MIPMAP_NEAREST = 9984 Blender.BGL.GL_NEVER = 512 Blender.BGL.GL_NICEST = 4354 Blender.BGL.GL_NONE = 0 Blender.BGL.GL_NOOP = 5381 Blender.BGL.GL_NOR = 5384 Blender.BGL.GL_NORMALIZE = 2977 Blender.BGL.GL_NOTEQUAL = 517 Blender.BGL.GL_NO_ERROR = 0 Blender.BGL.GL_OBJECT_LINEAR = 9217 Blender.BGL.GL_OBJECT_PLANE = 9473 Blender.BGL.GL_ONE = 1 Blender.BGL.GL_ONE_MINUS_DST_ALPHA = 773 Blender.BGL.GL_ONE_MINUS_DST_COLOR = 775 Blender.BGL.GL_ONE_MINUS_SRC_ALPHA = 771 Blender.BGL.GL_ONE_MINUS_SRC_COLOR = 769 Blender.BGL.GL_OR = 5383 Blender.BGL.GL_ORDER = 2561 Blender.BGL.GL_OR_INVERTED = 5389 Blender.BGL.GL_OR_REVERSE = 5387 Blender.BGL.GL_OUT_OF_MEMORY = 1285 Blender.BGL.GL_PACK_ALIGNMENT = 3333 Blender.BGL.GL_PACK_LSB_FIRST = 3329 Blender.BGL.GL_PACK_ROW_LENGTH = 3330 Blender.BGL.GL_PACK_SKIP_PIXELS = 3332 Blender.BGL.GL_PACK_SKIP_ROWS = 3331 Blender.BGL.GL_PACK_SWAP_BYTES = 3328 Blender.BGL.GL_PASS_THROUGH_TOKEN = 1792 Blender.BGL.GL_PERSPECTIVE_CORRECTION_HINT = 3152 Blender.BGL.GL_PIXEL_MAP_A_TO_A = 3193 Blender.BGL.GL_PIXEL_MAP_A_TO_A_SIZE = 3257 Blender.BGL.GL_PIXEL_MAP_B_TO_B = 3192 Blender.BGL.GL_PIXEL_MAP_B_TO_B_SIZE = 3256 Blender.BGL.GL_PIXEL_MAP_G_TO_G = 3191 Blender.BGL.GL_PIXEL_MAP_G_TO_G_SIZE = 3255 Blender.BGL.GL_PIXEL_MAP_I_TO_A = 3189 Blender.BGL.GL_PIXEL_MAP_I_TO_A_SIZE = 3253 Blender.BGL.GL_PIXEL_MAP_I_TO_B = 3188 Blender.BGL.GL_PIXEL_MAP_I_TO_B_SIZE = 3252 Blender.BGL.GL_PIXEL_MAP_I_TO_G = 3187 Blender.BGL.GL_PIXEL_MAP_I_TO_G_SIZE = 3251 Blender.BGL.GL_PIXEL_MAP_I_TO_I = 3184 Blender.BGL.GL_PIXEL_MAP_I_TO_I_SIZE = 3248 Blender.BGL.GL_PIXEL_MAP_I_TO_R = 3186 Blender.BGL.GL_PIXEL_MAP_I_TO_R_SIZE = 3250 Blender.BGL.GL_PIXEL_MAP_R_TO_R = 3190 Blender.BGL.GL_PIXEL_MAP_R_TO_R_SIZE = 3254 Blender.BGL.GL_PIXEL_MAP_S_TO_S = 3185 Blender.BGL.GL_PIXEL_MAP_S_TO_S_SIZE = 3249 Blender.BGL.GL_PIXEL_MODE_BIT = 32 Blender.BGL.GL_POINT = 6912 Blender.BGL.GL_POINTS = 0 Blender.BGL.GL_POINT_BIT = 2 Blender.BGL.GL_POINT_SIZE = 2833 Blender.BGL.GL_POINT_SIZE_GRANULARITY = 2835 Blender.BGL.GL_POINT_SIZE_RANGE = 2834 Blender.BGL.GL_POINT_SMOOTH = 2832 Blender.BGL.GL_POINT_SMOOTH_HINT = 3153 Blender.BGL.GL_POINT_TOKEN = 1793 Blender.BGL.GL_POLYGON = 9 Blender.BGL.GL_POLYGON_BIT = 8 Blender.BGL.GL_POLYGON_MODE = 2880 Blender.BGL.GL_POLYGON_OFFSET_FACTOR = 32824 Blender.BGL.GL_POLYGON_OFFSET_FILL = 32823 Blender.BGL.GL_POLYGON_OFFSET_LINE = 10754 Blender.BGL.GL_POLYGON_OFFSET_POINT = 10753 Blender.BGL.GL_POLYGON_OFFSET_UNITS = 10752 Blender.BGL.GL_POLYGON_SMOOTH = 2881 Blender.BGL.GL_POLYGON_SMOOTH_HINT = 3155 Blender.BGL.GL_POLYGON_STIPPLE = 2882 Blender.BGL.GL_POLYGON_STIPPLE_BIT = 16 Blender.BGL.GL_POLYGON_TOKEN = 1795 Blender.BGL.GL_POSITION = 4611 Blender.BGL.GL_PROJECTION = 5889 Blender.BGL.GL_PROJECTION_MATRIX = 2983 Blender.BGL.GL_PROJECTION_STACK_DEPTH = 2980 Blender.BGL.GL_Q = 8195 Blender.BGL.GL_QUADRATIC_ATTENUATION = 4617 Blender.BGL.GL_QUADS = 7 Blender.BGL.GL_QUAD_STRIP = 8 Blender.BGL.GL_R = 8194 Blender.BGL.GL_READ_BUFFER = 3074 Blender.BGL.GL_RED = 6403 Blender.BGL.GL_RED_BIAS = 3349 Blender.BGL.GL_RED_BITS = 3410 Blender.BGL.GL_RED_SCALE = 3348 Blender.BGL.GL_RENDER = 7168 Blender.BGL.GL_RENDERER = 7937 Blender.BGL.GL_RENDER_MODE = 3136 Blender.BGL.GL_REPEAT = 10497 Blender.BGL.GL_REPLACE = 7681 Blender.BGL.GL_RETURN = 258 Blender.BGL.GL_RGB = 6407 Blender.BGL.GL_RGBA = 6408 Blender.BGL.GL_RGBA_MODE = 3121 Blender.BGL.GL_RIGHT = 1031 Blender.BGL.GL_S = 8192 Blender.BGL.GL_SCISSOR_BIT = 524288 Blender.BGL.GL_SCISSOR_BOX = 3088 Blender.BGL.GL_SCISSOR_TEST = 3089 Blender.BGL.GL_SELECT = 7170 Blender.BGL.GL_SET = 5391 Blender.BGL.GL_SHADE_MODEL = 2900 Blender.BGL.GL_SHININESS = 5633 Blender.BGL.GL_SHORT = 5122 Blender.BGL.GL_SMOOTH = 7425 Blender.BGL.GL_SPECULAR = 4610 Blender.BGL.GL_SPHERE_MAP = 9218 Blender.BGL.GL_SPOT_CUTOFF = 4614 Blender.BGL.GL_SPOT_DIRECTION = 4612 Blender.BGL.GL_SPOT_EXPONENT = 4613 Blender.BGL.GL_SRC_ALPHA = 770 Blender.BGL.GL_SRC_ALPHA_SATURATE = 776 Blender.BGL.GL_SRC_COLOR = 768 Blender.BGL.GL_STACK_OVERFLOW = 1283 Blender.BGL.GL_STACK_UNDERFLOW = 1284 Blender.BGL.GL_STENCIL = 6146 Blender.BGL.GL_STENCIL_BITS = 3415 Blender.BGL.GL_STENCIL_BUFFER_BIT = 1024 Blender.BGL.GL_STENCIL_CLEAR_VALUE = 2961 Blender.BGL.GL_STENCIL_FAIL = 2964 Blender.BGL.GL_STENCIL_FUNC = 2962 Blender.BGL.GL_STENCIL_INDEX = 6401 Blender.BGL.GL_STENCIL_PASS_DEPTH_FAIL = 2965 Blender.BGL.GL_STENCIL_PASS_DEPTH_PASS = 2966 Blender.BGL.GL_STENCIL_REF = 2967 Blender.BGL.GL_STENCIL_TEST = 2960 Blender.BGL.GL_STENCIL_VALUE_MASK = 2963 Blender.BGL.GL_STENCIL_WRITEMASK = 2968 Blender.BGL.GL_STEREO = 3123 Blender.BGL.GL_SUBPIXEL_BITS = 3408 Blender.BGL.GL_T = 8193 Blender.BGL.GL_TEXTURE = 5890 Blender.BGL.GL_TEXTURE_1D = 3552 Blender.BGL.GL_TEXTURE_2D = 3553 Blender.BGL.GL_TEXTURE_BINDING_1D = 32872 Blender.BGL.GL_TEXTURE_BINDING_2D = 32873 Blender.BGL.GL_TEXTURE_BIT = 262144 Blender.BGL.GL_TEXTURE_BORDER = 4101 Blender.BGL.GL_TEXTURE_BORDER_COLOR = 4100 Blender.BGL.GL_TEXTURE_COMPONENTS = 4099 Blender.BGL.GL_TEXTURE_ENV = 8960 Blender.BGL.GL_TEXTURE_ENV_COLOR = 8705 Blender.BGL.GL_TEXTURE_ENV_MODE = 8704 Blender.BGL.GL_TEXTURE_GEN_MODE = 9472 Blender.BGL.GL_TEXTURE_GEN_Q = 3171 Blender.BGL.GL_TEXTURE_GEN_R = 3170 Blender.BGL.GL_TEXTURE_GEN_S = 3168 Blender.BGL.GL_TEXTURE_GEN_T = 3169 Blender.BGL.GL_TEXTURE_HEIGHT = 4097 Blender.BGL.GL_TEXTURE_MAG_FILTER = 10240 Blender.BGL.GL_TEXTURE_MATRIX = 2984 Blender.BGL.GL_TEXTURE_MIN_FILTER = 10241 Blender.BGL.GL_TEXTURE_PRIORITY = 32870 Blender.BGL.GL_TEXTURE_RESIDENT = 32871 Blender.BGL.GL_TEXTURE_STACK_DEPTH = 2981 Blender.BGL.GL_TEXTURE_WIDTH = 4096 Blender.BGL.GL_TEXTURE_WRAP_S = 10242 Blender.BGL.GL_TEXTURE_WRAP_T = 10243 Blender.BGL.GL_TRANSFORM_BIT = 4096 Blender.BGL.GL_TRIANGLES = 4 Blender.BGL.GL_TRIANGLE_FAN = 6 Blender.BGL.GL_TRIANGLE_STRIP = 5 Blender.BGL.GL_TRUE = 1 Blender.BGL.GL_UNPACK_ALIGNMENT = 3317 Blender.BGL.GL_UNPACK_LSB_FIRST = 3313 Blender.BGL.GL_UNPACK_ROW_LENGTH = 3314 Blender.BGL.GL_UNPACK_SKIP_PIXELS = 3316 Blender.BGL.GL_UNPACK_SKIP_ROWS = 3315 Blender.BGL.GL_UNPACK_SWAP_BYTES = 3312 Blender.BGL.GL_UNSIGNED_BYTE = 5121 Blender.BGL.GL_UNSIGNED_INT = 5125 Blender.BGL.GL_UNSIGNED_SHORT = 5123 Blender.BGL.GL_VENDOR = 7936 Blender.BGL.GL_VERSION = 7938 Blender.BGL.GL_VIEWPORT = 2978 Blender.BGL.GL_VIEWPORT_BIT = 2048 Blender.BGL.GL_XOR = 5382 Blender.BGL.GL_ZERO = 0 Blender.BGL.GL_ZOOM_X = 3350 Blender.BGL.GL_ZOOM_Y = 3351
builtin function or methods Blender.BGL.Buffer(...) (type, dimensions, [template]) - Create a new Buffer object
(type) - The format to store data in (dimensions) - An int or sequence specifying the dimensions of the buffer [template] - A sequence of matching dimensions to the buffer to be created which will be used to initialize the Buffer.
If a template is not passed in all fields will be initialized to 0.
The type should be one of GL_BYTE, GL_SHORT, GL_INT, or GL_FLOAT. If the dimensions are specified as an int a linear buffer will be created. If a sequence is passed for the dimensions the buffer will have len(sequence) dimensions, where the size for each dimension is determined by the value in the sequence at that index.
For example, passing [100, 100] will create a 2 dimensional square buffer. Passing [16, 16, 32] will create a 3 dimensional buffer which is twice as deep as it is wide or high. Blender.BGL.glAccum(...) Blender.BGL.glAlphaFunc(...) Blender.BGL.glAreTexturesResident(...) Blender.BGL.glBegin(...) Blender.BGL.glBindTexture(...) Blender.BGL.glBitmap(...) Blender.BGL.glBlendFunc(...) Blender.BGL.glCallList(...) Blender.BGL.glCallLists(...) Blender.BGL.glClear(...) Blender.BGL.glClearAccum(...) Blender.BGL.glClearColor(...) Blender.BGL.glClearDepth(...) Blender.BGL.glClearIndex(...) Blender.BGL.glClearStencil(...) Blender.BGL.glClipPlane(...) Blender.BGL.glColor3b(...) Blender.BGL.glColor3bv(...) Blender.BGL.glColor3d(...) Blender.BGL.glColor3dv(...) Blender.BGL.glColor3f(...) Blender.BGL.glColor3fv(...) Blender.BGL.glColor3i(...) Blender.BGL.glColor3iv(...) Blender.BGL.glColor3s(...) Blender.BGL.glColor3sv(...) Blender.BGL.glColor3ub(...) Blender.BGL.glColor3ubv(...) Blender.BGL.glColor3ui(...) Blender.BGL.glColor3uiv(...) Blender.BGL.glColor3us(...) Blender.BGL.glColor3usv(...) Blender.BGL.glColor4b(...) Blender.BGL.glColor4bv(...) Blender.BGL.glColor4d(...) Blender.BGL.glColor4dv(...) Blender.BGL.glColor4f(...) Blender.BGL.glColor4fv(...) Blender.BGL.glColor4i(...) Blender.BGL.glColor4iv(...) Blender.BGL.glColor4s(...) Blender.BGL.glColor4sv(...) Blender.BGL.glColor4ub(...) Blender.BGL.glColor4ubv(...) Blender.BGL.glColor4ui(...) Blender.BGL.glColor4uiv(...) Blender.BGL.glColor4us(...) Blender.BGL.glColor4usv(...) Blender.BGL.glColorMask(...) Blender.BGL.glColorMaterial(...) Blender.BGL.glCopyPixels(...) Blender.BGL.glCullFace(...) Blender.BGL.glDeleteLists(...) Blender.BGL.glDeleteTextures(...) Blender.BGL.glDepthFunc(...) Blender.BGL.glDepthMask(...) Blender.BGL.glDepthRange(...) Blender.BGL.glDisable(...) Blender.BGL.glDrawBuffer(...) Blender.BGL.glDrawPixels(...) Blender.BGL.glEdgeFlag(...) Blender.BGL.glEdgeFlagv(...) Blender.BGL.glEnable(...) Blender.BGL.glEnd(...) Blender.BGL.glEndList(...) Blender.BGL.glEvalCoord1d(...) Blender.BGL.glEvalCoord1dv(...) Blender.BGL.glEvalCoord1f(...) Blender.BGL.glEvalCoord1fv(...) Blender.BGL.glEvalCoord2d(...) Blender.BGL.glEvalCoord2dv(...) Blender.BGL.glEvalCoord2f(...) Blender.BGL.glEvalCoord2fv(...) Blender.BGL.glEvalMesh1(...) Blender.BGL.glEvalMesh2(...) Blender.BGL.glEvalPoint1(...) Blender.BGL.glEvalPoint2(...) Blender.BGL.glFeedbackBuffer(...) Blender.BGL.glFinish(...) Blender.BGL.glFlush(...) Blender.BGL.glFogf(...) Blender.BGL.glFogfv(...) Blender.BGL.glFogi(...) Blender.BGL.glFogiv(...) Blender.BGL.glFrontFace(...) Blender.BGL.glFrustum(...) Blender.BGL.glGenLists(...) Blender.BGL.glGenTextures(...) Blender.BGL.glGetBooleanv(...) Blender.BGL.glGetClipPlane(...) Blender.BGL.glGetDoublev(...) Blender.BGL.glGetError(...) Blender.BGL.glGetFloatv(...) Blender.BGL.glGetIntegerv(...) Blender.BGL.glGetLightfv(...) Blender.BGL.glGetLightiv(...) Blender.BGL.glGetMapdv(...) Blender.BGL.glGetMapfv(...) Blender.BGL.glGetMapiv(...) Blender.BGL.glGetMaterialfv(...) Blender.BGL.glGetMaterialiv(...) Blender.BGL.glGetPixelMapfv(...) Blender.BGL.glGetPixelMapuiv(...) Blender.BGL.glGetPixelMapusv(...) Blender.BGL.glGetPolygonStipple(...) Blender.BGL.glGetString(...) Blender.BGL.glGetTexEnvfv(...) Blender.BGL.glGetTexEnviv(...) Blender.BGL.glGetTexGendv(...) Blender.BGL.glGetTexGenfv(...) Blender.BGL.glGetTexGeniv(...) Blender.BGL.glGetTexImage(...) Blender.BGL.glGetTexLevelParameterfv(...) Blender.BGL.glGetTexLevelParameteriv(...) Blender.BGL.glGetTexParameterfv(...) Blender.BGL.glGetTexParameteriv(...) Blender.BGL.glHint(...) Blender.BGL.glIndexMask(...) Blender.BGL.glIndexd(...) Blender.BGL.glIndexdv(...) Blender.BGL.glIndexf(...) Blender.BGL.glIndexfv(...) Blender.BGL.glIndexi(...) Blender.BGL.glIndexiv(...) Blender.BGL.glIndexs(...) Blender.BGL.glIndexsv(...) Blender.BGL.glInitNames(...) Blender.BGL.glIsEnabled(...) Blender.BGL.glIsList(...) Blender.BGL.glIsTexture(...) Blender.BGL.glLightModelf(...) Blender.BGL.glLightModelfv(...) Blender.BGL.glLightModeli(...) Blender.BGL.glLightModeliv(...) Blender.BGL.glLightf(...) Blender.BGL.glLightfv(...) Blender.BGL.glLighti(...) Blender.BGL.glLightiv(...) Blender.BGL.glLineStipple(...) Blender.BGL.glLineWidth(...) Blender.BGL.glListBase(...) Blender.BGL.glLoadIdentity(...) Blender.BGL.glLoadMatrixd(...) Blender.BGL.glLoadMatrixf(...) Blender.BGL.glLoadName(...) Blender.BGL.glLogicOp(...) Blender.BGL.glMap1d(...) Blender.BGL.glMap1f(...) Blender.BGL.glMap2d(...) Blender.BGL.glMap2f(...) Blender.BGL.glMapGrid1d(...) Blender.BGL.glMapGrid1f(...) Blender.BGL.glMapGrid2d(...) Blender.BGL.glMapGrid2f(...) Blender.BGL.glMaterialf(...) Blender.BGL.glMaterialfv(...) Blender.BGL.glMateriali(...) Blender.BGL.glMaterialiv(...) Blender.BGL.glMatrixMode(...) Blender.BGL.glMultMatrixd(...) Blender.BGL.glMultMatrixf(...) Blender.BGL.glNewList(...) Blender.BGL.glNormal3b(...) Blender.BGL.glNormal3bv(...) Blender.BGL.glNormal3d(...) Blender.BGL.glNormal3dv(...) Blender.BGL.glNormal3f(...) Blender.BGL.glNormal3fv(...) Blender.BGL.glNormal3i(...) Blender.BGL.glNormal3iv(...) Blender.BGL.glNormal3s(...) Blender.BGL.glNormal3sv(...) Blender.BGL.glOrtho(...) Blender.BGL.glPassThrough(...) Blender.BGL.glPixelMapfv(...) Blender.BGL.glPixelMapuiv(...) Blender.BGL.glPixelMapusv(...) Blender.BGL.glPixelStoref(...) Blender.BGL.glPixelStorei(...) Blender.BGL.glPixelTransferf(...) Blender.BGL.glPixelTransferi(...) Blender.BGL.glPixelZoom(...) Blender.BGL.glPointSize(...) Blender.BGL.glPolygonMode(...) Blender.BGL.glPolygonOffset(...) Blender.BGL.glPolygonStipple(...) Blender.BGL.glPopAttrib(...) Blender.BGL.glPopMatrix(...) Blender.BGL.glPopName(...) Blender.BGL.glPrioritizeTextures(...) Blender.BGL.glPushAttrib(...) Blender.BGL.glPushMatrix(...) Blender.BGL.glPushName(...) Blender.BGL.glRasterPos2d(...) Blender.BGL.glRasterPos2dv(...) Blender.BGL.glRasterPos2f(...) Blender.BGL.glRasterPos2fv(...) Blender.BGL.glRasterPos2i(...) Blender.BGL.glRasterPos2iv(...) Blender.BGL.glRasterPos2s(...) Blender.BGL.glRasterPos2sv(...) Blender.BGL.glRasterPos3d(...) Blender.BGL.glRasterPos3dv(...) Blender.BGL.glRasterPos3f(...) Blender.BGL.glRasterPos3fv(...) Blender.BGL.glRasterPos3i(...) Blender.BGL.glRasterPos3iv(...) Blender.BGL.glRasterPos3s(...) Blender.BGL.glRasterPos3sv(...) Blender.BGL.glRasterPos4d(...) Blender.BGL.glRasterPos4dv(...) Blender.BGL.glRasterPos4f(...) Blender.BGL.glRasterPos4fv(...) Blender.BGL.glRasterPos4i(...) Blender.BGL.glRasterPos4iv(...) Blender.BGL.glRasterPos4s(...) Blender.BGL.glRasterPos4sv(...) Blender.BGL.glReadBuffer(...) Blender.BGL.glReadPixels(...) Blender.BGL.glRectd(...) Blender.BGL.glRectdv(...) Blender.BGL.glRectf(...) Blender.BGL.glRectfv(...) Blender.BGL.glRecti(...) Blender.BGL.glRectiv(...) Blender.BGL.glRects(...) Blender.BGL.glRectsv(...) Blender.BGL.glRenderMode(...) Blender.BGL.glRotated(...) Blender.BGL.glRotatef(...) Blender.BGL.glScaled(...) Blender.BGL.glScalef(...) Blender.BGL.glScissor(...) Blender.BGL.glSelectBuffer(...) Blender.BGL.glShadeModel(...) Blender.BGL.glStencilFunc(...) Blender.BGL.glStencilMask(...) Blender.BGL.glStencilOp(...) Blender.BGL.glTexCoord1d(...) Blender.BGL.glTexCoord1dv(...) Blender.BGL.glTexCoord1f(...) Blender.BGL.glTexCoord1fv(...) Blender.BGL.glTexCoord1i(...) Blender.BGL.glTexCoord1iv(...) Blender.BGL.glTexCoord1s(...) Blender.BGL.glTexCoord1sv(...) Blender.BGL.glTexCoord2d(...) Blender.BGL.glTexCoord2dv(...) Blender.BGL.glTexCoord2f(...) Blender.BGL.glTexCoord2fv(...) Blender.BGL.glTexCoord2i(...) Blender.BGL.glTexCoord2iv(...) Blender.BGL.glTexCoord2s(...) Blender.BGL.glTexCoord2sv(...) Blender.BGL.glTexCoord3d(...) Blender.BGL.glTexCoord3dv(...) Blender.BGL.glTexCoord3f(...) Blender.BGL.glTexCoord3fv(...) Blender.BGL.glTexCoord3i(...) Blender.BGL.glTexCoord3iv(...) Blender.BGL.glTexCoord3s(...) Blender.BGL.glTexCoord3sv(...) Blender.BGL.glTexCoord4d(...) Blender.BGL.glTexCoord4dv(...) Blender.BGL.glTexCoord4f(...) Blender.BGL.glTexCoord4fv(...) Blender.BGL.glTexCoord4i(...) Blender.BGL.glTexCoord4iv(...) Blender.BGL.glTexCoord4s(...) Blender.BGL.glTexCoord4sv(...) Blender.BGL.glTexEnvf(...) Blender.BGL.glTexEnvfv(...) Blender.BGL.glTexEnvi(...) Blender.BGL.glTexEnviv(...) Blender.BGL.glTexGend(...) Blender.BGL.glTexGendv(...) Blender.BGL.glTexGenf(...) Blender.BGL.glTexGenfv(...) Blender.BGL.glTexGeni(...) Blender.BGL.glTexGeniv(...) Blender.BGL.glTexImage1D(...) Blender.BGL.glTexImage2D(...) Blender.BGL.glTexParameterf(...) Blender.BGL.glTexParameterfv(...) Blender.BGL.glTexParameteri(...) Blender.BGL.glTexParameteriv(...) Blender.BGL.glTranslated(...) Blender.BGL.glTranslatef(...) Blender.BGL.glVertex2d(...) Blender.BGL.glVertex2dv(...) Blender.BGL.glVertex2f(...) Blender.BGL.glVertex2fv(...) Blender.BGL.glVertex2i(...) Blender.BGL.glVertex2iv(...) Blender.BGL.glVertex2s(...) Blender.BGL.glVertex2sv(...) Blender.BGL.glVertex3d(...) Blender.BGL.glVertex3dv(...) Blender.BGL.glVertex3f(...) Blender.BGL.glVertex3fv(...) Blender.BGL.glVertex3i(...) Blender.BGL.glVertex3iv(...) Blender.BGL.glVertex3s(...) Blender.BGL.glVertex3sv(...) Blender.BGL.glVertex4d(...) Blender.BGL.glVertex4dv(...) Blender.BGL.glVertex4f(...) Blender.BGL.glVertex4fv(...) Blender.BGL.glVertex4i(...) Blender.BGL.glVertex4iv(...) Blender.BGL.glVertex4s(...) Blender.BGL.glVertex4sv(...) Blender.BGL.glViewport(...)
|
Camera module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Camera module
This module provides access to **Camera Data** objects in Blender
Example::
from Blender import Camera, Object, Scene
c = Camera.New('ortho') # create new ortho camera data
c.lens = 35.0 # set lens value
cur = Scene.getCurrent() # get current Scene
ob = Object.New('Camera') # make camera object
ob.link(c) # link camera data with this object
cur.link(ob) # link object into scene
cur.setCurrentCamera(ob) # make this camera the active builtin function or methods Blender.Camera.Get(...) Camera.Get (name = None): Return the camera data with the given 'name', None if not found, or Return a list with all Camera Data objects in the current scene, if no argument was given. Blender.Camera.New(...) Camera.New (type = 'persp', name = 'CamData'): Return a new Camera Data object with the given type and name. Blender.Camera.get(...) Camera.Get (name = None): Return the camera data with the given 'name', None if not found, or Return a list with all Camera Data objects in the current scene, if no argument was given. |
Curve module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Curve module
This module provides access to **Curve Data** in Blender.
Functions :
New(opt name) : creates a new curve object with the given name (optional)
Get(name) : retreives a curve with the given name (mandatory)
get(name) : same as Get. Kept for compatibility reasons builtin function or methods Blender.Curve.Get(...) xxx Blender.Curve.New(...) Blender.Curve.get(...) xxx |
Draw module | parents ⊗ Blender builtin function or methods ◊ Button ◊ Create ◊ Draw ◊ Exit ◊ GetStringWidth ◊ Menu ◊ Number ◊ Redraw ◊ Register ◊ Scrollbar ◊ Slider ◊ String ◊ Text ◊ Toggle | documentation The Blender.Draw submodule ints Blender.Draw.ACCENTGRAVEKEY = 229 Blender.Draw.AKEY = 97 Blender.Draw.BACKSLASHKEY = 233 Blender.Draw.BACKSPACEKEY = 223 Blender.Draw.BKEY = 98 Blender.Draw.CAPSLOCKKEY = 211 Blender.Draw.CKEY = 99 Blender.Draw.COMMAKEY = 227 Blender.Draw.DELKEY = 224 Blender.Draw.DKEY = 100 Blender.Draw.DOWNARROWKEY = 138 Blender.Draw.EIGHTKEY = 56 Blender.Draw.EKEY = 101 Blender.Draw.ENDKEY = 170 Blender.Draw.EQUALKEY = 234 Blender.Draw.ESCKEY = 218 Blender.Draw.F10KEY = 309 Blender.Draw.F11KEY = 310 Blender.Draw.F12KEY = 311 Blender.Draw.F1KEY = 300 Blender.Draw.F2KEY = 301 Blender.Draw.F3KEY = 302 Blender.Draw.F4KEY = 303 Blender.Draw.F5KEY = 304 Blender.Draw.F6KEY = 305 Blender.Draw.F7KEY = 306 Blender.Draw.F8KEY = 307 Blender.Draw.F9KEY = 308 Blender.Draw.FIVEKEY = 53 Blender.Draw.FKEY = 102 Blender.Draw.FOURKEY = 52 Blender.Draw.GKEY = 103 Blender.Draw.HKEY = 104 Blender.Draw.HOMEKEY = 167 Blender.Draw.IKEY = 105 Blender.Draw.INPUTCHANGE = 19 Blender.Draw.INSERTKEY = 166 Blender.Draw.JKEY = 106 Blender.Draw.KEYBD = 16 Blender.Draw.KKEY = 107 Blender.Draw.LEFTALTKEY = 213 Blender.Draw.LEFTARROWKEY = 137 Blender.Draw.LEFTBRACKETKEY = 235 Blender.Draw.LEFTCTRLKEY = 212 Blender.Draw.LEFTMOUSE = 1 Blender.Draw.LEFTSHIFTKEY = 217 Blender.Draw.LINEFEEDKEY = 222 Blender.Draw.LKEY = 108 Blender.Draw.MIDDLEMOUSE = 2 Blender.Draw.MINUSKEY = 230 Blender.Draw.MKEY = 109 Blender.Draw.MOUSEX = 4 Blender.Draw.MOUSEY = 5 Blender.Draw.NINEKEY = 57 Blender.Draw.NKEY = 110 Blender.Draw.OKEY = 111 Blender.Draw.ONEKEY = 49 Blender.Draw.PAD0 = 150 Blender.Draw.PAD1 = 151 Blender.Draw.PAD2 = 152 Blender.Draw.PAD3 = 153 Blender.Draw.PAD4 = 154 Blender.Draw.PAD5 = 155 Blender.Draw.PAD6 = 156 Blender.Draw.PAD7 = 157 Blender.Draw.PAD8 = 158 Blender.Draw.PAD9 = 159 Blender.Draw.PADASTERKEY = 160 Blender.Draw.PADENTER = 163 Blender.Draw.PADMINUS = 162 Blender.Draw.PADPERIOD = 199 Blender.Draw.PADPLUSKEY = 164 Blender.Draw.PADSLASHKEY = 161 Blender.Draw.PAGEDOWNKEY = 169 Blender.Draw.PAGEUPKEY = 168 Blender.Draw.PAUSEKEY = 165 Blender.Draw.PERIODKEY = 226 Blender.Draw.PKEY = 112 Blender.Draw.QFULL = 20 Blender.Draw.QKEY = 113 Blender.Draw.QUOTEKEY = 228 Blender.Draw.Q_FIRSTTIME = 25 Blender.Draw.RAWKEYBD = 17 Blender.Draw.REDRAW = 18 Blender.Draw.RETKEY = 220 Blender.Draw.RIGHTALTKEY = 214 Blender.Draw.RIGHTARROWKEY = 139 Blender.Draw.RIGHTBRACKETKEY = 236 Blender.Draw.RIGHTCTRLKEY = 215 Blender.Draw.RIGHTMOUSE = 3 Blender.Draw.RIGHTSHIFTKEY = 216 Blender.Draw.RKEY = 114 Blender.Draw.SEMICOLONKEY = 225 Blender.Draw.SEVENKEY = 55 Blender.Draw.SIXKEY = 54 Blender.Draw.SKEY = 115 Blender.Draw.SLASHKEY = 232 Blender.Draw.SPACEKEY = 221 Blender.Draw.TABKEY = 219 Blender.Draw.THREEKEY = 51 Blender.Draw.TIMER0 = 6 Blender.Draw.TIMER1 = 7 Blender.Draw.TIMER2 = 8 Blender.Draw.TIMER3 = 9 Blender.Draw.TKEY = 116 Blender.Draw.TWOKEY = 50 Blender.Draw.UKEY = 117 Blender.Draw.UPARROWKEY = 140 Blender.Draw.VKEY = 118 Blender.Draw.WINCLOSE = 23 Blender.Draw.WINFREEZE = 21 Blender.Draw.WINQUIT = 24 Blender.Draw.WINTHAW = 22 Blender.Draw.WKEY = 119 Blender.Draw.XKEY = 120 Blender.Draw.YKEY = 121 Blender.Draw.ZEROKEY = 48 Blender.Draw.ZKEY = 122
builtin function or methods Blender.Draw.Button(...) (name, event, x, y, width, height, [tooltip]) - Create a new Button (push) button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height [tooltip=] The button's tooltip Blender.Draw.Create(...) (value) - Create a default Button object
(value) - The value to store in the button
Valid values are ints, floats, and strings Blender.Draw.Draw(...) () - Force an immediate redraw
Forced redraws are not buffered, in other words the window is redrawn exactly once for everytime this function is called. Blender.Draw.Exit(...) () - Exit the windowing interface Blender.Draw.GetStringWidth(...) (text, font = 'normal') - Return the width in pixels of the given string (font) The font size: 'normal' (default), 'small' or 'tiny'. Blender.Draw.Menu(...) (name, event, x, y, width, height, default, [tooltip]) - Create a new Menu button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (default) The number of the option to be selected by default [tooltip=] The button's tooltip
The menu options are specified through the name of the button. Options are followed by a format code and separated by the '|' (pipe) character. Valid format codes are %t - The option should be used as the title %xN - The option should set the integer N in the button value. Blender.Draw.Number(...) (name, event, x, y, width, height, initial, min, max, [tooltip]) - Create a new Number button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [tooltip=] The button's tooltip Blender.Draw.Redraw(...) ([after]) - Queue a redraw event
[after=0] Determines whether the redraw is processed before or after other input events.
Redraw events are buffered so that regardless of how many events are queued the window only receives one redraw event. Blender.Draw.Register(...) (draw, event, button) - Register callbacks for windowing
(draw) A function to draw the screen, taking no arguments (event) A function to handle events, taking 2 arguments (evt, val) (evt) The event number (val) The value modifier (for key and mouse press/release) (button) A function to handle button events, taking 1 argument (evt) (evt) The button number
A None object can be passed if a callback is unused. Blender.Draw.Scrollbar(...) (event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Scrollbar
(event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [update=1] A value controlling whether the slider will emit events as it is edited. A non-zero value (default) enables the events. A zero value supresses them. [tooltip=] The button's tooltip Blender.Draw.Slider(...) (name, event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Slider button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [update=1] A value controlling whether the slider will emit events as it is edited. A non-zero value (default) enables the events. A zero value supresses them. [tooltip=] The button's tooltip Blender.Draw.String(...) (name, event, x, y, width, height, initial, length, [tooltip]) - Create a new String button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial) The string to display initially (length) The maximum input length [tooltip=] The button's tooltip Blender.Draw.Text(...) (text, font = 'normal') - Draw text onscreen
(text) The text to draw (font) The font size: 'normal' (default), 'small' or 'tiny'.
NEW! - This function now returns the width of the drawn string. Blender.Draw.Toggle(...) (name, event, x, y, width, height, default, [tooltip]) - Create a new Toggle button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (default) An integer (0 or 1) specifying the default state [tooltip=] The button's tooltip |
Image module | parents ⊗ Blender builtin function or methods ◊ Get ◊ Load ◊ New ◊ get | documentation The Blender Image module builtin function or methods Blender.Image.Get(...) (name) - return the image with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all images in the current scene. Blender.Image.Load(...) (filename) - return image from file filename as Image Object, returns None if not found.
Blender.Image.New(...) () - return a new Image object -- unimplemented Blender.Image.get(...) (name) - return the image with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all images in the current scene. |
Lamp module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Lamp module
This module provides control over **Lamp Data** objects in Blender.
Example::
from Blender import Lamp
l = Lamp.New('Spot') # create new 'Spot' lamp data
l.setMode('square', 'shadow') # set these two lamp mode flags
ob = Object.New('Lamp') # create new lamp object
ob.link(l) # link lamp obj with lamp data Blender constants
{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2} Blender constant | parents ⊗ Blender ⊗ Lamp | ints Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Halo = 2 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Layer = 4 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Negative = 16 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.OnlyShadow = 32 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Quad = 8 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Shadows = 1 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Sphere = 64 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Square = 128
|
{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2} Blender constant | parents ⊗ Blender ⊗ Lamp | ints Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Hemi = 3 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Lamp = 0 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Spot = 2 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Sun = 1
|
builtin function or methods Blender.Lamp.Get(...) Lamp.Get (name = None): Return the Lamp Data with the given name, None if not found, or Return a list with all Lamp Data objects in the current scene, if no argument was given. Blender.Lamp.New(...) Lamp.New (type = 'Lamp', name = 'LampData'): Return a new Lamp Data object with the given type and name. Blender.Lamp.get(...) Lamp.Get (name = None): Return the Lamp Data with the given name, None if not found, or Return a list with all Lamp Data objects in the current scene, if no argument was given. |
Material module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Material module Blender constants
{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16} Blender constant | parents ⊗ Blender ⊗ Material | ints Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ENV = 512 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALO = 32 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOFLARE = 32768 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOLINES = 512 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOPUNO = 8192 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALORINGS = 256 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSHADE = 16384 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSTAR = 2048 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOTEX = 4096 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOXALPHA = 1024 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.NOMIST = 16384 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ONLYSHADOW = 1024 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADELESS = 4 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADOW = 2 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TEXFACE = 2048 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TRACEABLE = 1 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_LIGHT = 16 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_PAINT = 128 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.WIRE = 8 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZINVERT = 256 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZTRANSP = 64
|
builtin function or methods Blender.Material.Get(...) (name) - return the material called 'name', None if not found. () - return a list of all materials in the current scene. Blender.Material.New(...) (name) - return a new material called 'name' () - return a new material called 'Mat' Blender.Material.get(...) (name) - return the material called 'name', None if not found. () - return a list of all materials in the current scene. |
NMesh module | parents ⊗ Blender builtin function or methods ◊ Col ◊ Face ◊ GetRaw ◊ GetRawFromObject ◊ New ◊ PutRaw ◊ Vert | documentation The Blender.NMesh submodule Blender constants
{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256} Blender constant | parents ⊗ Blender ⊗ NMesh | ints Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.ALL = 65535 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.BILLBOARD = 4096 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.DYNAMIC = 1 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.HALO = 256 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.INVISIBLE = 1024 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.LIGHT = 16 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.OBCOL = 2048 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHADOW = 8192 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDCOL = 64 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDVERT = 8 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TEX = 4 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TILES = 128 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TWOSIDE = 512
|
{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3} Blender constant | parents ⊗ Blender ⊗ NMesh | ints Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ADD = 1 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ALPHA = 2 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SOLID = 0 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SUB = 3
|
builtin function or methods Blender.NMesh.Col(...) ([r, g, b, a]) - Get a new mesh color
[r=255, g=255, b=255, a=255] Specify the color components Blender.NMesh.Face(...) (vertexlist = None) - Get a new face, and pass optional vertex list Blender.NMesh.GetRaw(...) ([name]) - Get a raw mesh from Blender
[name] Name of the mesh to be returned
If name is not specified a new empty mesh is returned, otherwise Blender returns an existing mesh. Blender.NMesh.GetRawFromObject(...) (name) - Get the raw mesh used by a Blender object
(name) Name of the object to get the mesh from
This returns the mesh as used by the object, which means it contains all deformations and modifications. Blender.NMesh.New(...) () - returns a new, empty NMesh mesh object
Blender.NMesh.PutRaw(...) (mesh, [name, renormal]) - Return a raw mesh to Blender
(mesh) The NMesh object to store [name] The mesh to replace [renormal=1] Flag to control vertex normal recalculation
If the name of a mesh to replace is not given a new object is created and returned. Blender.NMesh.Vert(...) ([x, y, z]) - Get a new vertice
[x, y, z] Specify new coordinates |
Object module | parents ⊗ Blender builtin function or methods ◊ Get ◊ GetSelected ◊ New ◊ get ◊ getSelected | documentation The Blender Object module
This module provides access to **Object Data** in Blender. builtin function or methods Blender.Object.Get(...) (name) - return the object with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all objects in the current scene. Blender.Object.GetSelected(...) () - Returns a list of selected Objects in the active layer(s) The active object is the first in the list, if visible Blender.Object.New(...) (type) - Add a new object of type 'type' in the current scene Blender.Object.get(...) (name) - return the object with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all objects in the current scene. Blender.Object.getSelected(...) () - Returns a list of selected Objects in the active layer(s) The active object is the first in the list, if visible |
Text module | parents ⊗ Blender builtin function or methods ◊ Get ◊ Load ◊ New ◊ get ◊ unlink | documentation The Blender Text module builtin function or methods Blender.Text.Get(...) (name) - return the Text with name 'name', returns None if not found. If 'name' is not specified, it returns a list of all Texts in the current scene. Blender.Text.Load(...) (filename) - return text from file filename as a Text Object, returns None if not found.
Blender.Text.New(...) () - return a new Text object Blender.Text.get(...) (name) - return the Text with name 'name', returns None if not found. If 'name' is not specified, it returns a list of all Texts in the current scene. Blender.Text.unlink(...) (text) - remove Text object 'text' from Blender |
Window module | parents ⊗ Blender builtin function or methods ◊ DrawProgressBar ◊ FileSelector ◊ ImageSelector ◊ QRedrawAll ◊ Redraw ◊ RedrawAll ◊ drawProgressBar | documentation The Blender Window module dicts Blender.Window.Types = {'INFO': 7, 'SOUND': 11, 'VIEW3D': 1, 'SEQ': 8, 'TEXT': 9, 'IMAGE': 6, 'IMASEL': 10, 'IPO': 2, 'BUTS': 4, 'OOPS': 3, 'FILE': 5, 'ACTION': 12, 'NLA': 13}
builtin function or methods Blender.Window.DrawProgressBar(...) (done, text) - Draw a progress bar. 'done' is a float value <= 1.0, 'text' contains info about what is currently being done. Blender.Window.FileSelector(...) (callback [, title]) - Open a file selector window. The selected filename is used as argument to a function callback f(name) that you must provide. 'title' is optional and defaults to 'SELECT FILE'.
Example:
import Blender
def my_function(filename): print 'The selected file was: ', filename
Blender.Window.FileSelector(my_function, 'SAVE FILE')
Blender.Window.ImageSelector(...) (callback [, title]) - Open an image selector window. The selected filename is used as argument to a function callback f(name) that you must provide. 'title' is optional and defaults to 'SELECT IMAGE'.
Example:
import Blender
def my_function(filename): print 'The selected image file was: ', filename
Blender.Window.ImageSelector(my_function, 'LOAD IMAGE')
Blender.Window.QRedrawAll(...) () - Redraw all windows by queue event Blender.Window.Redraw(...) () - Force a redraw of a specific Window Type (see Window.Types) Blender.Window.RedrawAll(...) () - Redraw all windows Blender.Window.drawProgressBar(...) (done, text) - Draw a progress bar. 'done' is a float value <= 1.0, 'text' contains info about what is currently being done. |
World module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender World module
This module provides access to **World Data** objects in Blender builtin function or methods Blender.World.Get(...) (name) - return the world with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all worlds in the current scene. Blender.World.New(...) () - return a new World object Blender.World.get(...) (name) - return the world with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all worlds in the current scene. |
sys module | parents ⊗ Blender builtin function or methods ◊ dirname | documentation The Blender.sys submodule
This is a minimal sys module kept for compatibility. It may also still be
useful for users without full Python installations. strs Blender.sys.dirsep = '\\' Blender.sys.progname = 'C:\\PROGRA~1\\BLENDE~1\\BLENDE~1.28\\blender.exe' Blender.sys.sep = '\\'
builtin function or methods Blender.sys.dirname(...)
|
modules
Armature module | parents ⊗ Blender modules ⊕ Bone builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Armature module
This module provides control over **Armature Data** objects in Blender. builtin function or methods Blender.Armature.Get(...) (name) - return the armature with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all armatures in the current scene. Blender.Armature.New(...) (name) - return a new Armature datablock of optional name 'name'. Blender.Armature.get(...) (name) - DEPRECATED. Use 'Get' instead. return the armature with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all armatures in the current scene. modules
Bone module | parents ⊗ Blender ⊗ Armature builtin function or methods ◊ New | documentation The Blender Bone module
This module provides control over **Bone Data** objects in Blender.
Example::
from Blender import Armature.Bone
l = Armature.Bone.New() builtin function or methods Blender.Armature.Bone.New(...) (name) - return a new Bone of name 'name'. |
|
BGL module | parents ⊗ Blender builtin function or methods ◊ Buffer ◊ glAccum ◊ glAlphaFunc ◊ glAreTexturesResident ◊ glBegin ◊ glBindTexture ◊ glBitmap ◊ glBlendFunc ◊ glCallList ◊ glCallLists ◊ glClear ◊ glClearAccum ◊ glClearColor ◊ glClearDepth ◊ glClearIndex ◊ glClearStencil ◊ glClipPlane ◊ glColor3b ◊ glColor3bv ◊ glColor3d ◊ glColor3dv ◊ glColor3f ◊ glColor3fv ◊ glColor3i ◊ glColor3iv ◊ glColor3s ◊ glColor3sv ◊ glColor3ub ◊ glColor3ubv ◊ glColor3ui ◊ glColor3uiv ◊ glColor3us ◊ glColor3usv ◊ glColor4b ◊ glColor4bv ◊ glColor4d ◊ glColor4dv ◊ glColor4f ◊ glColor4fv ◊ glColor4i ◊ glColor4iv ◊ glColor4s ◊ glColor4sv ◊ glColor4ub ◊ glColor4ubv ◊ glColor4ui ◊ glColor4uiv ◊ glColor4us ◊ glColor4usv ◊ glColorMask ◊ glColorMaterial ◊ glCopyPixels ◊ glCullFace ◊ glDeleteLists ◊ glDeleteTextures ◊ glDepthFunc ◊ glDepthMask ◊ glDepthRange ◊ glDisable ◊ glDrawBuffer ◊ glDrawPixels ◊ glEdgeFlag ◊ glEdgeFlagv ◊ glEnable ◊ glEnd ◊ glEndList ◊ glEvalCoord1d ◊ glEvalCoord1dv ◊ glEvalCoord1f ◊ glEvalCoord1fv ◊ glEvalCoord2d ◊ glEvalCoord2dv ◊ glEvalCoord2f ◊ glEvalCoord2fv ◊ glEvalMesh1 ◊ glEvalMesh2 ◊ glEvalPoint1 ◊ glEvalPoint2 ◊ glFeedbackBuffer ◊ glFinish ◊ glFlush ◊ glFogf ◊ glFogfv ◊ glFogi ◊ glFogiv ◊ glFrontFace ◊ glFrustum ◊ glGenLists ◊ glGenTextures ◊ glGetBooleanv ◊ glGetClipPlane ◊ glGetDoublev ◊ glGetError ◊ glGetFloatv ◊ glGetIntegerv ◊ glGetLightfv ◊ glGetLightiv ◊ glGetMapdv ◊ glGetMapfv ◊ glGetMapiv ◊ glGetMaterialfv ◊ glGetMaterialiv ◊ glGetPixelMapfv ◊ glGetPixelMapuiv ◊ glGetPixelMapusv ◊ glGetPolygonStipple ◊ glGetString ◊ glGetTexEnvfv ◊ glGetTexEnviv ◊ glGetTexGendv ◊ glGetTexGenfv ◊ glGetTexGeniv ◊ glGetTexImage ◊ glGetTexLevelParameterfv ◊ glGetTexLevelParameteriv ◊ glGetTexParameterfv ◊ glGetTexParameteriv ◊ glHint ◊ glIndexMask ◊ glIndexd ◊ glIndexdv ◊ glIndexf ◊ glIndexfv ◊ glIndexi ◊ glIndexiv ◊ glIndexs ◊ glIndexsv ◊ glInitNames ◊ glIsEnabled ◊ glIsList ◊ glIsTexture ◊ glLightModelf ◊ glLightModelfv ◊ glLightModeli ◊ glLightModeliv ◊ glLightf ◊ glLightfv ◊ glLighti ◊ glLightiv ◊ glLineStipple ◊ glLineWidth ◊ glListBase ◊ glLoadIdentity ◊ glLoadMatrixd ◊ glLoadMatrixf ◊ glLoadName ◊ glLogicOp ◊ glMap1d ◊ glMap1f ◊ glMap2d ◊ glMap2f ◊ glMapGrid1d ◊ glMapGrid1f ◊ glMapGrid2d ◊ glMapGrid2f ◊ glMaterialf ◊ glMaterialfv ◊ glMateriali ◊ glMaterialiv ◊ glMatrixMode ◊ glMultMatrixd ◊ glMultMatrixf ◊ glNewList ◊ glNormal3b ◊ glNormal3bv ◊ glNormal3d ◊ glNormal3dv ◊ glNormal3f ◊ glNormal3fv ◊ glNormal3i ◊ glNormal3iv ◊ glNormal3s ◊ glNormal3sv ◊ glOrtho ◊ glPassThrough ◊ glPixelMapfv ◊ glPixelMapuiv ◊ glPixelMapusv ◊ glPixelStoref ◊ glPixelStorei ◊ glPixelTransferf ◊ glPixelTransferi ◊ glPixelZoom ◊ glPointSize ◊ glPolygonMode ◊ glPolygonOffset ◊ glPolygonStipple ◊ glPopAttrib ◊ glPopMatrix ◊ glPopName ◊ glPrioritizeTextures ◊ glPushAttrib ◊ glPushMatrix ◊ glPushName ◊ glRasterPos2d ◊ glRasterPos2dv ◊ glRasterPos2f ◊ glRasterPos2fv ◊ glRasterPos2i ◊ glRasterPos2iv ◊ glRasterPos2s ◊ glRasterPos2sv ◊ glRasterPos3d ◊ glRasterPos3dv ◊ glRasterPos3f ◊ glRasterPos3fv ◊ glRasterPos3i ◊ glRasterPos3iv ◊ glRasterPos3s ◊ glRasterPos3sv ◊ glRasterPos4d ◊ glRasterPos4dv ◊ glRasterPos4f ◊ glRasterPos4fv ◊ glRasterPos4i ◊ glRasterPos4iv ◊ glRasterPos4s ◊ glRasterPos4sv ◊ glReadBuffer ◊ glReadPixels ◊ glRectd ◊ glRectdv ◊ glRectf ◊ glRectfv ◊ glRecti ◊ glRectiv ◊ glRects ◊ glRectsv ◊ glRenderMode ◊ glRotated ◊ glRotatef ◊ glScaled ◊ glScalef ◊ glScissor ◊ glSelectBuffer ◊ glShadeModel ◊ glStencilFunc ◊ glStencilMask ◊ glStencilOp ◊ glTexCoord1d ◊ glTexCoord1dv ◊ glTexCoord1f ◊ glTexCoord1fv ◊ glTexCoord1i ◊ glTexCoord1iv ◊ glTexCoord1s ◊ glTexCoord1sv ◊ glTexCoord2d ◊ glTexCoord2dv ◊ glTexCoord2f ◊ glTexCoord2fv ◊ glTexCoord2i ◊ glTexCoord2iv ◊ glTexCoord2s ◊ glTexCoord2sv ◊ glTexCoord3d ◊ glTexCoord3dv ◊ glTexCoord3f ◊ glTexCoord3fv ◊ glTexCoord3i ◊ glTexCoord3iv ◊ glTexCoord3s ◊ glTexCoord3sv ◊ glTexCoord4d ◊ glTexCoord4dv ◊ glTexCoord4f ◊ glTexCoord4fv ◊ glTexCoord4i ◊ glTexCoord4iv ◊ glTexCoord4s ◊ glTexCoord4sv ◊ glTexEnvf ◊ glTexEnvfv ◊ glTexEnvi ◊ glTexEnviv ◊ glTexGend ◊ glTexGendv ◊ glTexGenf ◊ glTexGenfv ◊ glTexGeni ◊ glTexGeniv ◊ glTexImage1D ◊ glTexImage2D ◊ glTexParameterf ◊ glTexParameterfv ◊ glTexParameteri ◊ glTexParameteriv ◊ glTranslated ◊ glTranslatef ◊ glVertex2d ◊ glVertex2dv ◊ glVertex2f ◊ glVertex2fv ◊ glVertex2i ◊ glVertex2iv ◊ glVertex2s ◊ glVertex2sv ◊ glVertex3d ◊ glVertex3dv ◊ glVertex3f ◊ glVertex3fv ◊ glVertex3i ◊ glVertex3iv ◊ glVertex3s ◊ glVertex3sv ◊ glVertex4d ◊ glVertex4dv ◊ glVertex4f ◊ glVertex4fv ◊ glVertex4i ◊ glVertex4iv ◊ glVertex4s ◊ glVertex4sv ◊ glViewport | ints Blender.BGL.GL_2D = 1536 Blender.BGL.GL_2_BYTES = 5127 Blender.BGL.GL_3D = 1537 Blender.BGL.GL_3D_COLOR = 1538 Blender.BGL.GL_3D_COLOR_TEXTURE = 1539 Blender.BGL.GL_3_BYTES = 5128 Blender.BGL.GL_4D_COLOR_TEXTURE = 1540 Blender.BGL.GL_4_BYTES = 5129 Blender.BGL.GL_ACCUM = 256 Blender.BGL.GL_ACCUM_ALPHA_BITS = 3419 Blender.BGL.GL_ACCUM_BLUE_BITS = 3418 Blender.BGL.GL_ACCUM_BUFFER_BIT = 512 Blender.BGL.GL_ACCUM_CLEAR_VALUE = 2944 Blender.BGL.GL_ACCUM_GREEN_BITS = 3417 Blender.BGL.GL_ACCUM_RED_BITS = 3416 Blender.BGL.GL_ADD = 260 Blender.BGL.GL_ALL_ATTRIB_BITS = 1048575 Blender.BGL.GL_ALPHA = 6406 Blender.BGL.GL_ALPHA_BIAS = 3357 Blender.BGL.GL_ALPHA_BITS = 3413 Blender.BGL.GL_ALPHA_SCALE = 3356 Blender.BGL.GL_ALPHA_TEST = 3008 Blender.BGL.GL_ALPHA_TEST_FUNC = 3009 Blender.BGL.GL_ALPHA_TEST_REF = 3010 Blender.BGL.GL_ALWAYS = 519 Blender.BGL.GL_AMBIENT = 4608 Blender.BGL.GL_AMBIENT_AND_DIFFUSE = 5634 Blender.BGL.GL_AND = 5377 Blender.BGL.GL_AND_INVERTED = 5380 Blender.BGL.GL_AND_REVERSE = 5378 Blender.BGL.GL_ATTRIB_STACK_DEPTH = 2992 Blender.BGL.GL_AUTO_NORMAL = 3456 Blender.BGL.GL_AUX0 = 1033 Blender.BGL.GL_AUX1 = 1034 Blender.BGL.GL_AUX2 = 1035 Blender.BGL.GL_AUX3 = 1036 Blender.BGL.GL_AUX_BUFFERS = 3072 Blender.BGL.GL_BACK = 1029 Blender.BGL.GL_BACK_LEFT = 1026 Blender.BGL.GL_BACK_RIGHT = 1027 Blender.BGL.GL_BITMAP = 6656 Blender.BGL.GL_BITMAP_TOKEN = 1796 Blender.BGL.GL_BLEND = 3042 Blender.BGL.GL_BLEND_DST = 3040 Blender.BGL.GL_BLEND_SRC = 3041 Blender.BGL.GL_BLUE = 6405 Blender.BGL.GL_BLUE_BIAS = 3355 Blender.BGL.GL_BLUE_BITS = 3412 Blender.BGL.GL_BLUE_SCALE = 3354 Blender.BGL.GL_BYTE = 5120 Blender.BGL.GL_CCW = 2305 Blender.BGL.GL_CLAMP = 10496 Blender.BGL.GL_CLEAR = 5376 Blender.BGL.GL_CLIP_PLANE0 = 12288 Blender.BGL.GL_CLIP_PLANE1 = 12289 Blender.BGL.GL_CLIP_PLANE2 = 12290 Blender.BGL.GL_CLIP_PLANE3 = 12291 Blender.BGL.GL_CLIP_PLANE4 = 12292 Blender.BGL.GL_CLIP_PLANE5 = 12293 Blender.BGL.GL_COEFF = 2560 Blender.BGL.GL_COLOR = 6144 Blender.BGL.GL_COLOR_BUFFER_BIT = 16384 Blender.BGL.GL_COLOR_CLEAR_VALUE = 3106 Blender.BGL.GL_COLOR_INDEX = 6400 Blender.BGL.GL_COLOR_INDEXES = 5635 Blender.BGL.GL_COLOR_MATERIAL = 2903 Blender.BGL.GL_COLOR_MATERIAL_FACE = 2901 Blender.BGL.GL_COLOR_MATERIAL_PARAMETER = 2902 Blender.BGL.GL_COLOR_WRITEMASK = 3107 Blender.BGL.GL_COMPILE = 4864 Blender.BGL.GL_COMPILE_AND_EXECUTE = 4865 Blender.BGL.GL_CONSTANT_ATTENUATION = 4615 Blender.BGL.GL_COPY = 5379 Blender.BGL.GL_COPY_INVERTED = 5388 Blender.BGL.GL_COPY_PIXEL_TOKEN = 1798 Blender.BGL.GL_CULL_FACE = 2884 Blender.BGL.GL_CULL_FACE_MODE = 2885 Blender.BGL.GL_CURRENT_BIT = 1 Blender.BGL.GL_CURRENT_COLOR = 2816 Blender.BGL.GL_CURRENT_INDEX = 2817 Blender.BGL.GL_CURRENT_NORMAL = 2818 Blender.BGL.GL_CURRENT_RASTER_COLOR = 2820 Blender.BGL.GL_CURRENT_RASTER_DISTANCE = 2825 Blender.BGL.GL_CURRENT_RASTER_INDEX = 2821 Blender.BGL.GL_CURRENT_RASTER_POSITION = 2823 Blender.BGL.GL_CURRENT_RASTER_POSITION_VALID = 2824 Blender.BGL.GL_CURRENT_RASTER_TEXTURE_COORDS = 2822 Blender.BGL.GL_CURRENT_TEXTURE_COORDS = 2819 Blender.BGL.GL_CW = 2304 Blender.BGL.GL_DECAL = 8449 Blender.BGL.GL_DECR = 7683 Blender.BGL.GL_DEPTH = 6145 Blender.BGL.GL_DEPTH_BIAS = 3359 Blender.BGL.GL_DEPTH_BITS = 3414 Blender.BGL.GL_DEPTH_BUFFER_BIT = 256 Blender.BGL.GL_DEPTH_CLEAR_VALUE = 2931 Blender.BGL.GL_DEPTH_COMPONENT = 6402 Blender.BGL.GL_DEPTH_FUNC = 2932 Blender.BGL.GL_DEPTH_RANGE = 2928 Blender.BGL.GL_DEPTH_SCALE = 3358 Blender.BGL.GL_DEPTH_TEST = 2929 Blender.BGL.GL_DEPTH_WRITEMASK = 2930 Blender.BGL.GL_DIFFUSE = 4609 Blender.BGL.GL_DITHER = 3024 Blender.BGL.GL_DOMAIN = 2562 Blender.BGL.GL_DONT_CARE = 4352 Blender.BGL.GL_DOUBLEBUFFER = 3122 Blender.BGL.GL_DRAW_BUFFER = 3073 Blender.BGL.GL_DRAW_PIXEL_TOKEN = 1797 Blender.BGL.GL_DST_ALPHA = 772 Blender.BGL.GL_DST_COLOR = 774 Blender.BGL.GL_EDGE_FLAG = 2883 Blender.BGL.GL_EMISSION = 5632 Blender.BGL.GL_ENABLE_BIT = 8192 Blender.BGL.GL_EQUAL = 514 Blender.BGL.GL_EQUIV = 5385 Blender.BGL.GL_EVAL_BIT = 65536 Blender.BGL.GL_EXP = 2048 Blender.BGL.GL_EXP2 = 2049 Blender.BGL.GL_EXTENSIONS = 7939 Blender.BGL.GL_EYE_LINEAR = 9216 Blender.BGL.GL_EYE_PLANE = 9474 Blender.BGL.GL_FALSE = 0 Blender.BGL.GL_FASTEST = 4353 Blender.BGL.GL_FEEDBACK = 7169 Blender.BGL.GL_FILL = 6914 Blender.BGL.GL_FLAT = 7424 Blender.BGL.GL_FLOAT = 5126 Blender.BGL.GL_FOG = 2912 Blender.BGL.GL_FOG_BIT = 128 Blender.BGL.GL_FOG_COLOR = 2918 Blender.BGL.GL_FOG_DENSITY = 2914 Blender.BGL.GL_FOG_END = 2916 Blender.BGL.GL_FOG_HINT = 3156 Blender.BGL.GL_FOG_INDEX = 2913 Blender.BGL.GL_FOG_MODE = 2917 Blender.BGL.GL_FOG_START = 2915 Blender.BGL.GL_FRONT = 1028 Blender.BGL.GL_FRONT_AND_BACK = 1032 Blender.BGL.GL_FRONT_FACE = 2886 Blender.BGL.GL_FRONT_LEFT = 1024 Blender.BGL.GL_FRONT_RIGHT = 1025 Blender.BGL.GL_GEQUAL = 518 Blender.BGL.GL_GREATER = 516 Blender.BGL.GL_GREEN = 6404 Blender.BGL.GL_GREEN_BIAS = 3353 Blender.BGL.GL_GREEN_BITS = 3411 Blender.BGL.GL_GREEN_SCALE = 3352 Blender.BGL.GL_HINT_BIT = 32768 Blender.BGL.GL_INCR = 7682 Blender.BGL.GL_INDEX_BITS = 3409 Blender.BGL.GL_INDEX_CLEAR_VALUE = 3104 Blender.BGL.GL_INDEX_MODE = 3120 Blender.BGL.GL_INDEX_OFFSET = 3347 Blender.BGL.GL_INDEX_SHIFT = 3346 Blender.BGL.GL_INDEX_WRITEMASK = 3105 Blender.BGL.GL_INT = 5124 Blender.BGL.GL_INVALID_ENUM = 1280 Blender.BGL.GL_INVALID_OPERATION = 1282 Blender.BGL.GL_INVALID_VALUE = 1281 Blender.BGL.GL_INVERT = 5386 Blender.BGL.GL_KEEP = 7680 Blender.BGL.GL_LEFT = 1030 Blender.BGL.GL_LEQUAL = 515 Blender.BGL.GL_LESS = 513 Blender.BGL.GL_LIGHT0 = 16384 Blender.BGL.GL_LIGHT1 = 16385 Blender.BGL.GL_LIGHT2 = 16386 Blender.BGL.GL_LIGHT3 = 16387 Blender.BGL.GL_LIGHT4 = 16388 Blender.BGL.GL_LIGHT5 = 16389 Blender.BGL.GL_LIGHT6 = 16390 Blender.BGL.GL_LIGHT7 = 16391 Blender.BGL.GL_LIGHTING = 2896 Blender.BGL.GL_LIGHTING_BIT = 64 Blender.BGL.GL_LIGHT_MODEL_AMBIENT = 2899 Blender.BGL.GL_LIGHT_MODEL_LOCAL_VIEWER = 2897 Blender.BGL.GL_LIGHT_MODEL_TWO_SIDE = 2898 Blender.BGL.GL_LINE = 6913 Blender.BGL.GL_LINEAR = 9729 Blender.BGL.GL_LINEAR_ATTENUATION = 4616 Blender.BGL.GL_LINEAR_MIPMAP_LINEAR = 9987 Blender.BGL.GL_LINEAR_MIPMAP_NEAREST = 9985 Blender.BGL.GL_LINES = 1 Blender.BGL.GL_LINE_BIT = 4 Blender.BGL.GL_LINE_LOOP = 2 Blender.BGL.GL_LINE_RESET_TOKEN = 1799 Blender.BGL.GL_LINE_SMOOTH = 2848 Blender.BGL.GL_LINE_SMOOTH_HINT = 3154 Blender.BGL.GL_LINE_STIPPLE = 2852 Blender.BGL.GL_LINE_STIPPLE_PATTERN = 2853 Blender.BGL.GL_LINE_STIPPLE_REPEAT = 2854 Blender.BGL.GL_LINE_STRIP = 3 Blender.BGL.GL_LINE_TOKEN = 1794 Blender.BGL.GL_LINE_WIDTH = 2849 Blender.BGL.GL_LINE_WIDTH_GRANULARITY = 2851 Blender.BGL.GL_LINE_WIDTH_RANGE = 2850 Blender.BGL.GL_LIST_BASE = 2866 Blender.BGL.GL_LIST_BIT = 131072 Blender.BGL.GL_LIST_INDEX = 2867 Blender.BGL.GL_LIST_MODE = 2864 Blender.BGL.GL_LOAD = 257 Blender.BGL.GL_LOGIC_OP = 3057 Blender.BGL.GL_LOGIC_OP_MODE = 3056 Blender.BGL.GL_LUMINANCE = 6409 Blender.BGL.GL_LUMINANCE_ALPHA = 6410 Blender.BGL.GL_MAP1_COLOR_4 = 3472 Blender.BGL.GL_MAP1_GRID_DOMAIN = 3536 Blender.BGL.GL_MAP1_GRID_SEGMENTS = 3537 Blender.BGL.GL_MAP1_INDEX = 3473 Blender.BGL.GL_MAP1_NORMAL = 3474 Blender.BGL.GL_MAP1_TEXTURE_COORD_1 = 3475 Blender.BGL.GL_MAP1_TEXTURE_COORD_2 = 3476 Blender.BGL.GL_MAP1_TEXTURE_COORD_3 = 3477 Blender.BGL.GL_MAP1_TEXTURE_COORD_4 = 3478 Blender.BGL.GL_MAP1_VERTEX_3 = 3479 Blender.BGL.GL_MAP1_VERTEX_4 = 3480 Blender.BGL.GL_MAP2_COLOR_4 = 3504 Blender.BGL.GL_MAP2_GRID_DOMAIN = 3538 Blender.BGL.GL_MAP2_GRID_SEGMENTS = 3539 Blender.BGL.GL_MAP2_INDEX = 3505 Blender.BGL.GL_MAP2_NORMAL = 3506 Blender.BGL.GL_MAP2_TEXTURE_COORD_1 = 3507 Blender.BGL.GL_MAP2_TEXTURE_COORD_2 = 3508 Blender.BGL.GL_MAP2_TEXTURE_COORD_3 = 3509 Blender.BGL.GL_MAP2_TEXTURE_COORD_4 = 3510 Blender.BGL.GL_MAP2_VERTEX_3 = 3511 Blender.BGL.GL_MAP2_VERTEX_4 = 3512 Blender.BGL.GL_MAP_COLOR = 3344 Blender.BGL.GL_MAP_STENCIL = 3345 Blender.BGL.GL_MATRIX_MODE = 2976 Blender.BGL.GL_MAX_ATTRIB_STACK_DEPTH = 3381 Blender.BGL.GL_MAX_CLIP_PLANES = 3378 Blender.BGL.GL_MAX_EVAL_ORDER = 3376 Blender.BGL.GL_MAX_LIGHTS = 3377 Blender.BGL.GL_MAX_LIST_NESTING = 2865 Blender.BGL.GL_MAX_MODELVIEW_STACK_DEPTH = 3382 Blender.BGL.GL_MAX_NAME_STACK_DEPTH = 3383 Blender.BGL.GL_MAX_PIXEL_MAP_TABLE = 3380 Blender.BGL.GL_MAX_PROJECTION_STACK_DEPTH = 3384 Blender.BGL.GL_MAX_TEXTURE_SIZE = 3379 Blender.BGL.GL_MAX_TEXTURE_STACK_DEPTH = 3385 Blender.BGL.GL_MAX_VIEWPORT_DIMS = 3386 Blender.BGL.GL_MODELVIEW = 5888 Blender.BGL.GL_MODELVIEW_MATRIX = 2982 Blender.BGL.GL_MODELVIEW_STACK_DEPTH = 2979 Blender.BGL.GL_MODULATE = 8448 Blender.BGL.GL_MULT = 259 Blender.BGL.GL_NAME_STACK_DEPTH = 3440 Blender.BGL.GL_NAND = 5390 Blender.BGL.GL_NEAREST = 9728 Blender.BGL.GL_NEAREST_MIPMAP_LINEAR = 9986 Blender.BGL.GL_NEAREST_MIPMAP_NEAREST = 9984 Blender.BGL.GL_NEVER = 512 Blender.BGL.GL_NICEST = 4354 Blender.BGL.GL_NONE = 0 Blender.BGL.GL_NOOP = 5381 Blender.BGL.GL_NOR = 5384 Blender.BGL.GL_NORMALIZE = 2977 Blender.BGL.GL_NOTEQUAL = 517 Blender.BGL.GL_NO_ERROR = 0 Blender.BGL.GL_OBJECT_LINEAR = 9217 Blender.BGL.GL_OBJECT_PLANE = 9473 Blender.BGL.GL_ONE = 1 Blender.BGL.GL_ONE_MINUS_DST_ALPHA = 773 Blender.BGL.GL_ONE_MINUS_DST_COLOR = 775 Blender.BGL.GL_ONE_MINUS_SRC_ALPHA = 771 Blender.BGL.GL_ONE_MINUS_SRC_COLOR = 769 Blender.BGL.GL_OR = 5383 Blender.BGL.GL_ORDER = 2561 Blender.BGL.GL_OR_INVERTED = 5389 Blender.BGL.GL_OR_REVERSE = 5387 Blender.BGL.GL_OUT_OF_MEMORY = 1285 Blender.BGL.GL_PACK_ALIGNMENT = 3333 Blender.BGL.GL_PACK_LSB_FIRST = 3329 Blender.BGL.GL_PACK_ROW_LENGTH = 3330 Blender.BGL.GL_PACK_SKIP_PIXELS = 3332 Blender.BGL.GL_PACK_SKIP_ROWS = 3331 Blender.BGL.GL_PACK_SWAP_BYTES = 3328 Blender.BGL.GL_PASS_THROUGH_TOKEN = 1792 Blender.BGL.GL_PERSPECTIVE_CORRECTION_HINT = 3152 Blender.BGL.GL_PIXEL_MAP_A_TO_A = 3193 Blender.BGL.GL_PIXEL_MAP_A_TO_A_SIZE = 3257 Blender.BGL.GL_PIXEL_MAP_B_TO_B = 3192 Blender.BGL.GL_PIXEL_MAP_B_TO_B_SIZE = 3256 Blender.BGL.GL_PIXEL_MAP_G_TO_G = 3191 Blender.BGL.GL_PIXEL_MAP_G_TO_G_SIZE = 3255 Blender.BGL.GL_PIXEL_MAP_I_TO_A = 3189 Blender.BGL.GL_PIXEL_MAP_I_TO_A_SIZE = 3253 Blender.BGL.GL_PIXEL_MAP_I_TO_B = 3188 Blender.BGL.GL_PIXEL_MAP_I_TO_B_SIZE = 3252 Blender.BGL.GL_PIXEL_MAP_I_TO_G = 3187 Blender.BGL.GL_PIXEL_MAP_I_TO_G_SIZE = 3251 Blender.BGL.GL_PIXEL_MAP_I_TO_I = 3184 Blender.BGL.GL_PIXEL_MAP_I_TO_I_SIZE = 3248 Blender.BGL.GL_PIXEL_MAP_I_TO_R = 3186 Blender.BGL.GL_PIXEL_MAP_I_TO_R_SIZE = 3250 Blender.BGL.GL_PIXEL_MAP_R_TO_R = 3190 Blender.BGL.GL_PIXEL_MAP_R_TO_R_SIZE = 3254 Blender.BGL.GL_PIXEL_MAP_S_TO_S = 3185 Blender.BGL.GL_PIXEL_MAP_S_TO_S_SIZE = 3249 Blender.BGL.GL_PIXEL_MODE_BIT = 32 Blender.BGL.GL_POINT = 6912 Blender.BGL.GL_POINTS = 0 Blender.BGL.GL_POINT_BIT = 2 Blender.BGL.GL_POINT_SIZE = 2833 Blender.BGL.GL_POINT_SIZE_GRANULARITY = 2835 Blender.BGL.GL_POINT_SIZE_RANGE = 2834 Blender.BGL.GL_POINT_SMOOTH = 2832 Blender.BGL.GL_POINT_SMOOTH_HINT = 3153 Blender.BGL.GL_POINT_TOKEN = 1793 Blender.BGL.GL_POLYGON = 9 Blender.BGL.GL_POLYGON_BIT = 8 Blender.BGL.GL_POLYGON_MODE = 2880 Blender.BGL.GL_POLYGON_OFFSET_FACTOR = 32824 Blender.BGL.GL_POLYGON_OFFSET_FILL = 32823 Blender.BGL.GL_POLYGON_OFFSET_LINE = 10754 Blender.BGL.GL_POLYGON_OFFSET_POINT = 10753 Blender.BGL.GL_POLYGON_OFFSET_UNITS = 10752 Blender.BGL.GL_POLYGON_SMOOTH = 2881 Blender.BGL.GL_POLYGON_SMOOTH_HINT = 3155 Blender.BGL.GL_POLYGON_STIPPLE = 2882 Blender.BGL.GL_POLYGON_STIPPLE_BIT = 16 Blender.BGL.GL_POLYGON_TOKEN = 1795 Blender.BGL.GL_POSITION = 4611 Blender.BGL.GL_PROJECTION = 5889 Blender.BGL.GL_PROJECTION_MATRIX = 2983 Blender.BGL.GL_PROJECTION_STACK_DEPTH = 2980 Blender.BGL.GL_Q = 8195 Blender.BGL.GL_QUADRATIC_ATTENUATION = 4617 Blender.BGL.GL_QUADS = 7 Blender.BGL.GL_QUAD_STRIP = 8 Blender.BGL.GL_R = 8194 Blender.BGL.GL_READ_BUFFER = 3074 Blender.BGL.GL_RED = 6403 Blender.BGL.GL_RED_BIAS = 3349 Blender.BGL.GL_RED_BITS = 3410 Blender.BGL.GL_RED_SCALE = 3348 Blender.BGL.GL_RENDER = 7168 Blender.BGL.GL_RENDERER = 7937 Blender.BGL.GL_RENDER_MODE = 3136 Blender.BGL.GL_REPEAT = 10497 Blender.BGL.GL_REPLACE = 7681 Blender.BGL.GL_RETURN = 258 Blender.BGL.GL_RGB = 6407 Blender.BGL.GL_RGBA = 6408 Blender.BGL.GL_RGBA_MODE = 3121 Blender.BGL.GL_RIGHT = 1031 Blender.BGL.GL_S = 8192 Blender.BGL.GL_SCISSOR_BIT = 524288 Blender.BGL.GL_SCISSOR_BOX = 3088 Blender.BGL.GL_SCISSOR_TEST = 3089 Blender.BGL.GL_SELECT = 7170 Blender.BGL.GL_SET = 5391 Blender.BGL.GL_SHADE_MODEL = 2900 Blender.BGL.GL_SHININESS = 5633 Blender.BGL.GL_SHORT = 5122 Blender.BGL.GL_SMOOTH = 7425 Blender.BGL.GL_SPECULAR = 4610 Blender.BGL.GL_SPHERE_MAP = 9218 Blender.BGL.GL_SPOT_CUTOFF = 4614 Blender.BGL.GL_SPOT_DIRECTION = 4612 Blender.BGL.GL_SPOT_EXPONENT = 4613 Blender.BGL.GL_SRC_ALPHA = 770 Blender.BGL.GL_SRC_ALPHA_SATURATE = 776 Blender.BGL.GL_SRC_COLOR = 768 Blender.BGL.GL_STACK_OVERFLOW = 1283 Blender.BGL.GL_STACK_UNDERFLOW = 1284 Blender.BGL.GL_STENCIL = 6146 Blender.BGL.GL_STENCIL_BITS = 3415 Blender.BGL.GL_STENCIL_BUFFER_BIT = 1024 Blender.BGL.GL_STENCIL_CLEAR_VALUE = 2961 Blender.BGL.GL_STENCIL_FAIL = 2964 Blender.BGL.GL_STENCIL_FUNC = 2962 Blender.BGL.GL_STENCIL_INDEX = 6401 Blender.BGL.GL_STENCIL_PASS_DEPTH_FAIL = 2965 Blender.BGL.GL_STENCIL_PASS_DEPTH_PASS = 2966 Blender.BGL.GL_STENCIL_REF = 2967 Blender.BGL.GL_STENCIL_TEST = 2960 Blender.BGL.GL_STENCIL_VALUE_MASK = 2963 Blender.BGL.GL_STENCIL_WRITEMASK = 2968 Blender.BGL.GL_STEREO = 3123 Blender.BGL.GL_SUBPIXEL_BITS = 3408 Blender.BGL.GL_T = 8193 Blender.BGL.GL_TEXTURE = 5890 Blender.BGL.GL_TEXTURE_1D = 3552 Blender.BGL.GL_TEXTURE_2D = 3553 Blender.BGL.GL_TEXTURE_BINDING_1D = 32872 Blender.BGL.GL_TEXTURE_BINDING_2D = 32873 Blender.BGL.GL_TEXTURE_BIT = 262144 Blender.BGL.GL_TEXTURE_BORDER = 4101 Blender.BGL.GL_TEXTURE_BORDER_COLOR = 4100 Blender.BGL.GL_TEXTURE_COMPONENTS = 4099 Blender.BGL.GL_TEXTURE_ENV = 8960 Blender.BGL.GL_TEXTURE_ENV_COLOR = 8705 Blender.BGL.GL_TEXTURE_ENV_MODE = 8704 Blender.BGL.GL_TEXTURE_GEN_MODE = 9472 Blender.BGL.GL_TEXTURE_GEN_Q = 3171 Blender.BGL.GL_TEXTURE_GEN_R = 3170 Blender.BGL.GL_TEXTURE_GEN_S = 3168 Blender.BGL.GL_TEXTURE_GEN_T = 3169 Blender.BGL.GL_TEXTURE_HEIGHT = 4097 Blender.BGL.GL_TEXTURE_MAG_FILTER = 10240 Blender.BGL.GL_TEXTURE_MATRIX = 2984 Blender.BGL.GL_TEXTURE_MIN_FILTER = 10241 Blender.BGL.GL_TEXTURE_PRIORITY = 32870 Blender.BGL.GL_TEXTURE_RESIDENT = 32871 Blender.BGL.GL_TEXTURE_STACK_DEPTH = 2981 Blender.BGL.GL_TEXTURE_WIDTH = 4096 Blender.BGL.GL_TEXTURE_WRAP_S = 10242 Blender.BGL.GL_TEXTURE_WRAP_T = 10243 Blender.BGL.GL_TRANSFORM_BIT = 4096 Blender.BGL.GL_TRIANGLES = 4 Blender.BGL.GL_TRIANGLE_FAN = 6 Blender.BGL.GL_TRIANGLE_STRIP = 5 Blender.BGL.GL_TRUE = 1 Blender.BGL.GL_UNPACK_ALIGNMENT = 3317 Blender.BGL.GL_UNPACK_LSB_FIRST = 3313 Blender.BGL.GL_UNPACK_ROW_LENGTH = 3314 Blender.BGL.GL_UNPACK_SKIP_PIXELS = 3316 Blender.BGL.GL_UNPACK_SKIP_ROWS = 3315 Blender.BGL.GL_UNPACK_SWAP_BYTES = 3312 Blender.BGL.GL_UNSIGNED_BYTE = 5121 Blender.BGL.GL_UNSIGNED_INT = 5125 Blender.BGL.GL_UNSIGNED_SHORT = 5123 Blender.BGL.GL_VENDOR = 7936 Blender.BGL.GL_VERSION = 7938 Blender.BGL.GL_VIEWPORT = 2978 Blender.BGL.GL_VIEWPORT_BIT = 2048 Blender.BGL.GL_XOR = 5382 Blender.BGL.GL_ZERO = 0 Blender.BGL.GL_ZOOM_X = 3350 Blender.BGL.GL_ZOOM_Y = 3351
builtin function or methods Blender.BGL.Buffer(...) (type, dimensions, [template]) - Create a new Buffer object
(type) - The format to store data in (dimensions) - An int or sequence specifying the dimensions of the buffer [template] - A sequence of matching dimensions to the buffer to be created which will be used to initialize the Buffer.
If a template is not passed in all fields will be initialized to 0.
The type should be one of GL_BYTE, GL_SHORT, GL_INT, or GL_FLOAT. If the dimensions are specified as an int a linear buffer will be created. If a sequence is passed for the dimensions the buffer will have len(sequence) dimensions, where the size for each dimension is determined by the value in the sequence at that index.
For example, passing [100, 100] will create a 2 dimensional square buffer. Passing [16, 16, 32] will create a 3 dimensional buffer which is twice as deep as it is wide or high. Blender.BGL.glAccum(...) Blender.BGL.glAlphaFunc(...) Blender.BGL.glAreTexturesResident(...) Blender.BGL.glBegin(...) Blender.BGL.glBindTexture(...) Blender.BGL.glBitmap(...) Blender.BGL.glBlendFunc(...) Blender.BGL.glCallList(...) Blender.BGL.glCallLists(...) Blender.BGL.glClear(...) Blender.BGL.glClearAccum(...) Blender.BGL.glClearColor(...) Blender.BGL.glClearDepth(...) Blender.BGL.glClearIndex(...) Blender.BGL.glClearStencil(...) Blender.BGL.glClipPlane(...) Blender.BGL.glColor3b(...) Blender.BGL.glColor3bv(...) Blender.BGL.glColor3d(...) Blender.BGL.glColor3dv(...) Blender.BGL.glColor3f(...) Blender.BGL.glColor3fv(...) Blender.BGL.glColor3i(...) Blender.BGL.glColor3iv(...) Blender.BGL.glColor3s(...) Blender.BGL.glColor3sv(...) Blender.BGL.glColor3ub(...) Blender.BGL.glColor3ubv(...) Blender.BGL.glColor3ui(...) Blender.BGL.glColor3uiv(...) Blender.BGL.glColor3us(...) Blender.BGL.glColor3usv(...) Blender.BGL.glColor4b(...) Blender.BGL.glColor4bv(...) Blender.BGL.glColor4d(...) Blender.BGL.glColor4dv(...) Blender.BGL.glColor4f(...) Blender.BGL.glColor4fv(...) Blender.BGL.glColor4i(...) Blender.BGL.glColor4iv(...) Blender.BGL.glColor4s(...) Blender.BGL.glColor4sv(...) Blender.BGL.glColor4ub(...) Blender.BGL.glColor4ubv(...) Blender.BGL.glColor4ui(...) Blender.BGL.glColor4uiv(...) Blender.BGL.glColor4us(...) Blender.BGL.glColor4usv(...) Blender.BGL.glColorMask(...) Blender.BGL.glColorMaterial(...) Blender.BGL.glCopyPixels(...) Blender.BGL.glCullFace(...) Blender.BGL.glDeleteLists(...) Blender.BGL.glDeleteTextures(...) Blender.BGL.glDepthFunc(...) Blender.BGL.glDepthMask(...) Blender.BGL.glDepthRange(...) Blender.BGL.glDisable(...) Blender.BGL.glDrawBuffer(...) Blender.BGL.glDrawPixels(...) Blender.BGL.glEdgeFlag(...) Blender.BGL.glEdgeFlagv(...) Blender.BGL.glEnable(...) Blender.BGL.glEnd(...) Blender.BGL.glEndList(...) Blender.BGL.glEvalCoord1d(...) Blender.BGL.glEvalCoord1dv(...) Blender.BGL.glEvalCoord1f(...) Blender.BGL.glEvalCoord1fv(...) Blender.BGL.glEvalCoord2d(...) Blender.BGL.glEvalCoord2dv(...) Blender.BGL.glEvalCoord2f(...) Blender.BGL.glEvalCoord2fv(...) Blender.BGL.glEvalMesh1(...) Blender.BGL.glEvalMesh2(...) Blender.BGL.glEvalPoint1(...) Blender.BGL.glEvalPoint2(...) Blender.BGL.glFeedbackBuffer(...) Blender.BGL.glFinish(...) Blender.BGL.glFlush(...) Blender.BGL.glFogf(...) Blender.BGL.glFogfv(...) Blender.BGL.glFogi(...) Blender.BGL.glFogiv(...) Blender.BGL.glFrontFace(...) Blender.BGL.glFrustum(...) Blender.BGL.glGenLists(...) Blender.BGL.glGenTextures(...) Blender.BGL.glGetBooleanv(...) Blender.BGL.glGetClipPlane(...) Blender.BGL.glGetDoublev(...) Blender.BGL.glGetError(...) Blender.BGL.glGetFloatv(...) Blender.BGL.glGetIntegerv(...) Blender.BGL.glGetLightfv(...) Blender.BGL.glGetLightiv(...) Blender.BGL.glGetMapdv(...) Blender.BGL.glGetMapfv(...) Blender.BGL.glGetMapiv(...) Blender.BGL.glGetMaterialfv(...) Blender.BGL.glGetMaterialiv(...) Blender.BGL.glGetPixelMapfv(...) Blender.BGL.glGetPixelMapuiv(...) Blender.BGL.glGetPixelMapusv(...) Blender.BGL.glGetPolygonStipple(...) Blender.BGL.glGetString(...) Blender.BGL.glGetTexEnvfv(...) Blender.BGL.glGetTexEnviv(...) Blender.BGL.glGetTexGendv(...) Blender.BGL.glGetTexGenfv(...) Blender.BGL.glGetTexGeniv(...) Blender.BGL.glGetTexImage(...) Blender.BGL.glGetTexLevelParameterfv(...) Blender.BGL.glGetTexLevelParameteriv(...) Blender.BGL.glGetTexParameterfv(...) Blender.BGL.glGetTexParameteriv(...) Blender.BGL.glHint(...) Blender.BGL.glIndexMask(...) Blender.BGL.glIndexd(...) Blender.BGL.glIndexdv(...) Blender.BGL.glIndexf(...) Blender.BGL.glIndexfv(...) Blender.BGL.glIndexi(...) Blender.BGL.glIndexiv(...) Blender.BGL.glIndexs(...) Blender.BGL.glIndexsv(...) Blender.BGL.glInitNames(...) Blender.BGL.glIsEnabled(...) Blender.BGL.glIsList(...) Blender.BGL.glIsTexture(...) Blender.BGL.glLightModelf(...) Blender.BGL.glLightModelfv(...) Blender.BGL.glLightModeli(...) Blender.BGL.glLightModeliv(...) Blender.BGL.glLightf(...) Blender.BGL.glLightfv(...) Blender.BGL.glLighti(...) Blender.BGL.glLightiv(...) Blender.BGL.glLineStipple(...) Blender.BGL.glLineWidth(...) Blender.BGL.glListBase(...) Blender.BGL.glLoadIdentity(...) Blender.BGL.glLoadMatrixd(...) Blender.BGL.glLoadMatrixf(...) Blender.BGL.glLoadName(...) Blender.BGL.glLogicOp(...) Blender.BGL.glMap1d(...) Blender.BGL.glMap1f(...) Blender.BGL.glMap2d(...) Blender.BGL.glMap2f(...) Blender.BGL.glMapGrid1d(...) Blender.BGL.glMapGrid1f(...) Blender.BGL.glMapGrid2d(...) Blender.BGL.glMapGrid2f(...) Blender.BGL.glMaterialf(...) Blender.BGL.glMaterialfv(...) Blender.BGL.glMateriali(...) Blender.BGL.glMaterialiv(...) Blender.BGL.glMatrixMode(...) Blender.BGL.glMultMatrixd(...) Blender.BGL.glMultMatrixf(...) Blender.BGL.glNewList(...) Blender.BGL.glNormal3b(...) Blender.BGL.glNormal3bv(...) Blender.BGL.glNormal3d(...) Blender.BGL.glNormal3dv(...) Blender.BGL.glNormal3f(...) Blender.BGL.glNormal3fv(...) Blender.BGL.glNormal3i(...) Blender.BGL.glNormal3iv(...) Blender.BGL.glNormal3s(...) Blender.BGL.glNormal3sv(...) Blender.BGL.glOrtho(...) Blender.BGL.glPassThrough(...) Blender.BGL.glPixelMapfv(...) Blender.BGL.glPixelMapuiv(...) Blender.BGL.glPixelMapusv(...) Blender.BGL.glPixelStoref(...) Blender.BGL.glPixelStorei(...) Blender.BGL.glPixelTransferf(...) Blender.BGL.glPixelTransferi(...) Blender.BGL.glPixelZoom(...) Blender.BGL.glPointSize(...) Blender.BGL.glPolygonMode(...) Blender.BGL.glPolygonOffset(...) Blender.BGL.glPolygonStipple(...) Blender.BGL.glPopAttrib(...) Blender.BGL.glPopMatrix(...) Blender.BGL.glPopName(...) Blender.BGL.glPrioritizeTextures(...) Blender.BGL.glPushAttrib(...) Blender.BGL.glPushMatrix(...) Blender.BGL.glPushName(...) Blender.BGL.glRasterPos2d(...) Blender.BGL.glRasterPos2dv(...) Blender.BGL.glRasterPos2f(...) Blender.BGL.glRasterPos2fv(...) Blender.BGL.glRasterPos2i(...) Blender.BGL.glRasterPos2iv(...) Blender.BGL.glRasterPos2s(...) Blender.BGL.glRasterPos2sv(...) Blender.BGL.glRasterPos3d(...) Blender.BGL.glRasterPos3dv(...) Blender.BGL.glRasterPos3f(...) Blender.BGL.glRasterPos3fv(...) Blender.BGL.glRasterPos3i(...) Blender.BGL.glRasterPos3iv(...) Blender.BGL.glRasterPos3s(...) Blender.BGL.glRasterPos3sv(...) Blender.BGL.glRasterPos4d(...) Blender.BGL.glRasterPos4dv(...) Blender.BGL.glRasterPos4f(...) Blender.BGL.glRasterPos4fv(...) Blender.BGL.glRasterPos4i(...) Blender.BGL.glRasterPos4iv(...) Blender.BGL.glRasterPos4s(...) Blender.BGL.glRasterPos4sv(...) Blender.BGL.glReadBuffer(...) Blender.BGL.glReadPixels(...) Blender.BGL.glRectd(...) Blender.BGL.glRectdv(...) Blender.BGL.glRectf(...) Blender.BGL.glRectfv(...) Blender.BGL.glRecti(...) Blender.BGL.glRectiv(...) Blender.BGL.glRects(...) Blender.BGL.glRectsv(...) Blender.BGL.glRenderMode(...) Blender.BGL.glRotated(...) Blender.BGL.glRotatef(...) Blender.BGL.glScaled(...) Blender.BGL.glScalef(...) Blender.BGL.glScissor(...) Blender.BGL.glSelectBuffer(...) Blender.BGL.glShadeModel(...) Blender.BGL.glStencilFunc(...) Blender.BGL.glStencilMask(...) Blender.BGL.glStencilOp(...) Blender.BGL.glTexCoord1d(...) Blender.BGL.glTexCoord1dv(...) Blender.BGL.glTexCoord1f(...) Blender.BGL.glTexCoord1fv(...) Blender.BGL.glTexCoord1i(...) Blender.BGL.glTexCoord1iv(...) Blender.BGL.glTexCoord1s(...) Blender.BGL.glTexCoord1sv(...) Blender.BGL.glTexCoord2d(...) Blender.BGL.glTexCoord2dv(...) Blender.BGL.glTexCoord2f(...) Blender.BGL.glTexCoord2fv(...) Blender.BGL.glTexCoord2i(...) Blender.BGL.glTexCoord2iv(...) Blender.BGL.glTexCoord2s(...) Blender.BGL.glTexCoord2sv(...) Blender.BGL.glTexCoord3d(...) Blender.BGL.glTexCoord3dv(...) Blender.BGL.glTexCoord3f(...) Blender.BGL.glTexCoord3fv(...) Blender.BGL.glTexCoord3i(...) Blender.BGL.glTexCoord3iv(...) Blender.BGL.glTexCoord3s(...) Blender.BGL.glTexCoord3sv(...) Blender.BGL.glTexCoord4d(...) Blender.BGL.glTexCoord4dv(...) Blender.BGL.glTexCoord4f(...) Blender.BGL.glTexCoord4fv(...) Blender.BGL.glTexCoord4i(...) Blender.BGL.glTexCoord4iv(...) Blender.BGL.glTexCoord4s(...) Blender.BGL.glTexCoord4sv(...) Blender.BGL.glTexEnvf(...) Blender.BGL.glTexEnvfv(...) Blender.BGL.glTexEnvi(...) Blender.BGL.glTexEnviv(...) Blender.BGL.glTexGend(...) Blender.BGL.glTexGendv(...) Blender.BGL.glTexGenf(...) Blender.BGL.glTexGenfv(...) Blender.BGL.glTexGeni(...) Blender.BGL.glTexGeniv(...) Blender.BGL.glTexImage1D(...) Blender.BGL.glTexImage2D(...) Blender.BGL.glTexParameterf(...) Blender.BGL.glTexParameterfv(...) Blender.BGL.glTexParameteri(...) Blender.BGL.glTexParameteriv(...) Blender.BGL.glTranslated(...) Blender.BGL.glTranslatef(...) Blender.BGL.glVertex2d(...) Blender.BGL.glVertex2dv(...) Blender.BGL.glVertex2f(...) Blender.BGL.glVertex2fv(...) Blender.BGL.glVertex2i(...) Blender.BGL.glVertex2iv(...) Blender.BGL.glVertex2s(...) Blender.BGL.glVertex2sv(...) Blender.BGL.glVertex3d(...) Blender.BGL.glVertex3dv(...) Blender.BGL.glVertex3f(...) Blender.BGL.glVertex3fv(...) Blender.BGL.glVertex3i(...) Blender.BGL.glVertex3iv(...) Blender.BGL.glVertex3s(...) Blender.BGL.glVertex3sv(...) Blender.BGL.glVertex4d(...) Blender.BGL.glVertex4dv(...) Blender.BGL.glVertex4f(...) Blender.BGL.glVertex4fv(...) Blender.BGL.glVertex4i(...) Blender.BGL.glVertex4iv(...) Blender.BGL.glVertex4s(...) Blender.BGL.glVertex4sv(...) Blender.BGL.glViewport(...)
|
Camera module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Camera module
This module provides access to **Camera Data** objects in Blender
Example::
from Blender import Camera, Object, Scene
c = Camera.New('ortho') # create new ortho camera data
c.lens = 35.0 # set lens value
cur = Scene.getCurrent() # get current Scene
ob = Object.New('Camera') # make camera object
ob.link(c) # link camera data with this object
cur.link(ob) # link object into scene
cur.setCurrentCamera(ob) # make this camera the active builtin function or methods Blender.Camera.Get(...) Camera.Get (name = None): Return the camera data with the given 'name', None if not found, or Return a list with all Camera Data objects in the current scene, if no argument was given. Blender.Camera.New(...) Camera.New (type = 'persp', name = 'CamData'): Return a new Camera Data object with the given type and name. Blender.Camera.get(...) Camera.Get (name = None): Return the camera data with the given 'name', None if not found, or Return a list with all Camera Data objects in the current scene, if no argument was given. |
Curve module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Curve module
This module provides access to **Curve Data** in Blender.
Functions :
New(opt name) : creates a new curve object with the given name (optional)
Get(name) : retreives a curve with the given name (mandatory)
get(name) : same as Get. Kept for compatibility reasons builtin function or methods Blender.Curve.Get(...) xxx Blender.Curve.New(...) Blender.Curve.get(...) xxx |
Draw module | parents ⊗ Blender builtin function or methods ◊ Button ◊ Create ◊ Draw ◊ Exit ◊ GetStringWidth ◊ Menu ◊ Number ◊ Redraw ◊ Register ◊ Scrollbar ◊ Slider ◊ String ◊ Text ◊ Toggle | documentation The Blender.Draw submodule ints Blender.Draw.ACCENTGRAVEKEY = 229 Blender.Draw.AKEY = 97 Blender.Draw.BACKSLASHKEY = 233 Blender.Draw.BACKSPACEKEY = 223 Blender.Draw.BKEY = 98 Blender.Draw.CAPSLOCKKEY = 211 Blender.Draw.CKEY = 99 Blender.Draw.COMMAKEY = 227 Blender.Draw.DELKEY = 224 Blender.Draw.DKEY = 100 Blender.Draw.DOWNARROWKEY = 138 Blender.Draw.EIGHTKEY = 56 Blender.Draw.EKEY = 101 Blender.Draw.ENDKEY = 170 Blender.Draw.EQUALKEY = 234 Blender.Draw.ESCKEY = 218 Blender.Draw.F10KEY = 309 Blender.Draw.F11KEY = 310 Blender.Draw.F12KEY = 311 Blender.Draw.F1KEY = 300 Blender.Draw.F2KEY = 301 Blender.Draw.F3KEY = 302 Blender.Draw.F4KEY = 303 Blender.Draw.F5KEY = 304 Blender.Draw.F6KEY = 305 Blender.Draw.F7KEY = 306 Blender.Draw.F8KEY = 307 Blender.Draw.F9KEY = 308 Blender.Draw.FIVEKEY = 53 Blender.Draw.FKEY = 102 Blender.Draw.FOURKEY = 52 Blender.Draw.GKEY = 103 Blender.Draw.HKEY = 104 Blender.Draw.HOMEKEY = 167 Blender.Draw.IKEY = 105 Blender.Draw.INPUTCHANGE = 19 Blender.Draw.INSERTKEY = 166 Blender.Draw.JKEY = 106 Blender.Draw.KEYBD = 16 Blender.Draw.KKEY = 107 Blender.Draw.LEFTALTKEY = 213 Blender.Draw.LEFTARROWKEY = 137 Blender.Draw.LEFTBRACKETKEY = 235 Blender.Draw.LEFTCTRLKEY = 212 Blender.Draw.LEFTMOUSE = 1 Blender.Draw.LEFTSHIFTKEY = 217 Blender.Draw.LINEFEEDKEY = 222 Blender.Draw.LKEY = 108 Blender.Draw.MIDDLEMOUSE = 2 Blender.Draw.MINUSKEY = 230 Blender.Draw.MKEY = 109 Blender.Draw.MOUSEX = 4 Blender.Draw.MOUSEY = 5 Blender.Draw.NINEKEY = 57 Blender.Draw.NKEY = 110 Blender.Draw.OKEY = 111 Blender.Draw.ONEKEY = 49 Blender.Draw.PAD0 = 150 Blender.Draw.PAD1 = 151 Blender.Draw.PAD2 = 152 Blender.Draw.PAD3 = 153 Blender.Draw.PAD4 = 154 Blender.Draw.PAD5 = 155 Blender.Draw.PAD6 = 156 Blender.Draw.PAD7 = 157 Blender.Draw.PAD8 = 158 Blender.Draw.PAD9 = 159 Blender.Draw.PADASTERKEY = 160 Blender.Draw.PADENTER = 163 Blender.Draw.PADMINUS = 162 Blender.Draw.PADPERIOD = 199 Blender.Draw.PADPLUSKEY = 164 Blender.Draw.PADSLASHKEY = 161 Blender.Draw.PAGEDOWNKEY = 169 Blender.Draw.PAGEUPKEY = 168 Blender.Draw.PAUSEKEY = 165 Blender.Draw.PERIODKEY = 226 Blender.Draw.PKEY = 112 Blender.Draw.QFULL = 20 Blender.Draw.QKEY = 113 Blender.Draw.QUOTEKEY = 228 Blender.Draw.Q_FIRSTTIME = 25 Blender.Draw.RAWKEYBD = 17 Blender.Draw.REDRAW = 18 Blender.Draw.RETKEY = 220 Blender.Draw.RIGHTALTKEY = 214 Blender.Draw.RIGHTARROWKEY = 139 Blender.Draw.RIGHTBRACKETKEY = 236 Blender.Draw.RIGHTCTRLKEY = 215 Blender.Draw.RIGHTMOUSE = 3 Blender.Draw.RIGHTSHIFTKEY = 216 Blender.Draw.RKEY = 114 Blender.Draw.SEMICOLONKEY = 225 Blender.Draw.SEVENKEY = 55 Blender.Draw.SIXKEY = 54 Blender.Draw.SKEY = 115 Blender.Draw.SLASHKEY = 232 Blender.Draw.SPACEKEY = 221 Blender.Draw.TABKEY = 219 Blender.Draw.THREEKEY = 51 Blender.Draw.TIMER0 = 6 Blender.Draw.TIMER1 = 7 Blender.Draw.TIMER2 = 8 Blender.Draw.TIMER3 = 9 Blender.Draw.TKEY = 116 Blender.Draw.TWOKEY = 50 Blender.Draw.UKEY = 117 Blender.Draw.UPARROWKEY = 140 Blender.Draw.VKEY = 118 Blender.Draw.WINCLOSE = 23 Blender.Draw.WINFREEZE = 21 Blender.Draw.WINQUIT = 24 Blender.Draw.WINTHAW = 22 Blender.Draw.WKEY = 119 Blender.Draw.XKEY = 120 Blender.Draw.YKEY = 121 Blender.Draw.ZEROKEY = 48 Blender.Draw.ZKEY = 122
builtin function or methods Blender.Draw.Button(...) (name, event, x, y, width, height, [tooltip]) - Create a new Button (push) button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height [tooltip=] The button's tooltip Blender.Draw.Create(...) (value) - Create a default Button object
(value) - The value to store in the button
Valid values are ints, floats, and strings Blender.Draw.Draw(...) () - Force an immediate redraw
Forced redraws are not buffered, in other words the window is redrawn exactly once for everytime this function is called. Blender.Draw.Exit(...) () - Exit the windowing interface Blender.Draw.GetStringWidth(...) (text, font = 'normal') - Return the width in pixels of the given string (font) The font size: 'normal' (default), 'small' or 'tiny'. Blender.Draw.Menu(...) (name, event, x, y, width, height, default, [tooltip]) - Create a new Menu button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (default) The number of the option to be selected by default [tooltip=] The button's tooltip
The menu options are specified through the name of the button. Options are followed by a format code and separated by the '|' (pipe) character. Valid format codes are %t - The option should be used as the title %xN - The option should set the integer N in the button value. Blender.Draw.Number(...) (name, event, x, y, width, height, initial, min, max, [tooltip]) - Create a new Number button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [tooltip=] The button's tooltip Blender.Draw.Redraw(...) ([after]) - Queue a redraw event
[after=0] Determines whether the redraw is processed before or after other input events.
Redraw events are buffered so that regardless of how many events are queued the window only receives one redraw event. Blender.Draw.Register(...) (draw, event, button) - Register callbacks for windowing
(draw) A function to draw the screen, taking no arguments (event) A function to handle events, taking 2 arguments (evt, val) (evt) The event number (val) The value modifier (for key and mouse press/release) (button) A function to handle button events, taking 1 argument (evt) (evt) The button number
A None object can be passed if a callback is unused. Blender.Draw.Scrollbar(...) (event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Scrollbar
(event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [update=1] A value controlling whether the slider will emit events as it is edited. A non-zero value (default) enables the events. A zero value supresses them. [tooltip=] The button's tooltip Blender.Draw.Slider(...) (name, event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Slider button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial, min, max) Three values (int or float) specifying the initial and limit values. [update=1] A value controlling whether the slider will emit events as it is edited. A non-zero value (default) enables the events. A zero value supresses them. [tooltip=] The button's tooltip Blender.Draw.String(...) (name, event, x, y, width, height, initial, length, [tooltip]) - Create a new String button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (initial) The string to display initially (length) The maximum input length [tooltip=] The button's tooltip Blender.Draw.Text(...) (text, font = 'normal') - Draw text onscreen
(text) The text to draw (font) The font size: 'normal' (default), 'small' or 'tiny'.
NEW! - This function now returns the width of the drawn string. Blender.Draw.Toggle(...) (name, event, x, y, width, height, default, [tooltip]) - Create a new Toggle button
(name) A string to display on the button (event) The event number to pass to the button event function when activated (x, y) The lower left coordinate of the button (width, height) The button width and height (default) An integer (0 or 1) specifying the default state [tooltip=] The button's tooltip |
Image module | parents ⊗ Blender builtin function or methods ◊ Get ◊ Load ◊ New ◊ get | documentation The Blender Image module builtin function or methods Blender.Image.Get(...) (name) - return the image with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all images in the current scene. Blender.Image.Load(...) (filename) - return image from file filename as Image Object, returns None if not found.
Blender.Image.New(...) () - return a new Image object -- unimplemented Blender.Image.get(...) (name) - return the image with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all images in the current scene. |
Lamp module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Lamp module
This module provides control over **Lamp Data** objects in Blender.
Example::
from Blender import Lamp
l = Lamp.New('Spot') # create new 'Spot' lamp data
l.setMode('square', 'shadow') # set these two lamp mode flags
ob = Object.New('Lamp') # create new lamp object
ob.link(l) # link lamp obj with lamp data Blender constants
{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2} Blender constant | parents ⊗ Blender ⊗ Lamp | ints Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Halo = 2 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Layer = 4 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Negative = 16 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.OnlyShadow = 32 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Quad = 8 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Shadows = 1 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Sphere = 64 Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Square = 128
|
{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2} Blender constant | parents ⊗ Blender ⊗ Lamp | ints Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Hemi = 3 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Lamp = 0 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Spot = 2 Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Sun = 1
|
builtin function or methods Blender.Lamp.Get(...) Lamp.Get (name = None): Return the Lamp Data with the given name, None if not found, or Return a list with all Lamp Data objects in the current scene, if no argument was given. Blender.Lamp.New(...) Lamp.New (type = 'Lamp', name = 'LampData'): Return a new Lamp Data object with the given type and name. Blender.Lamp.get(...) Lamp.Get (name = None): Return the Lamp Data with the given name, None if not found, or Return a list with all Lamp Data objects in the current scene, if no argument was given. |
Material module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender Material module Blender constants
{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16} Blender constant | parents ⊗ Blender ⊗ Material | ints Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ENV = 512 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALO = 32 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOFLARE = 32768 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOLINES = 512 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOPUNO = 8192 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALORINGS = 256 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSHADE = 16384 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSTAR = 2048 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOTEX = 4096 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOXALPHA = 1024 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.NOMIST = 16384 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ONLYSHADOW = 1024 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADELESS = 4 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADOW = 2 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TEXFACE = 2048 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TRACEABLE = 1 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_LIGHT = 16 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_PAINT = 128 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.WIRE = 8 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZINVERT = 256 Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZTRANSP = 64
|
builtin function or methods Blender.Material.Get(...) (name) - return the material called 'name', None if not found. () - return a list of all materials in the current scene. Blender.Material.New(...) (name) - return a new material called 'name' () - return a new material called 'Mat' Blender.Material.get(...) (name) - return the material called 'name', None if not found. () - return a list of all materials in the current scene. |
NMesh module | parents ⊗ Blender builtin function or methods ◊ Col ◊ Face ◊ GetRaw ◊ GetRawFromObject ◊ New ◊ PutRaw ◊ Vert | documentation The Blender.NMesh submodule Blender constants
{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256} Blender constant | parents ⊗ Blender ⊗ NMesh | ints Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.ALL = 65535 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.BILLBOARD = 4096 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.DYNAMIC = 1 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.HALO = 256 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.INVISIBLE = 1024 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.LIGHT = 16 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.OBCOL = 2048 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHADOW = 8192 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDCOL = 64 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDVERT = 8 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TEX = 4 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TILES = 128 Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TWOSIDE = 512
|
{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3} Blender constant | parents ⊗ Blender ⊗ NMesh | ints Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ADD = 1 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ALPHA = 2 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SOLID = 0 Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SUB = 3
|
builtin function or methods Blender.NMesh.Col(...) ([r, g, b, a]) - Get a new mesh color
[r=255, g=255, b=255, a=255] Specify the color components Blender.NMesh.Face(...) (vertexlist = None) - Get a new face, and pass optional vertex list Blender.NMesh.GetRaw(...) ([name]) - Get a raw mesh from Blender
[name] Name of the mesh to be returned
If name is not specified a new empty mesh is returned, otherwise Blender returns an existing mesh. Blender.NMesh.GetRawFromObject(...) (name) - Get the raw mesh used by a Blender object
(name) Name of the object to get the mesh from
This returns the mesh as used by the object, which means it contains all deformations and modifications. Blender.NMesh.New(...) () - returns a new, empty NMesh mesh object
Blender.NMesh.PutRaw(...) (mesh, [name, renormal]) - Return a raw mesh to Blender
(mesh) The NMesh object to store [name] The mesh to replace [renormal=1] Flag to control vertex normal recalculation
If the name of a mesh to replace is not given a new object is created and returned. Blender.NMesh.Vert(...) ([x, y, z]) - Get a new vertice
[x, y, z] Specify new coordinates |
Object module | parents ⊗ Blender builtin function or methods ◊ Get ◊ GetSelected ◊ New ◊ get ◊ getSelected | documentation The Blender Object module
This module provides access to **Object Data** in Blender. builtin function or methods Blender.Object.Get(...) (name) - return the object with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all objects in the current scene. Blender.Object.GetSelected(...) () - Returns a list of selected Objects in the active layer(s) The active object is the first in the list, if visible Blender.Object.New(...) (type) - Add a new object of type 'type' in the current scene Blender.Object.get(...) (name) - return the object with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all objects in the current scene. Blender.Object.getSelected(...) () - Returns a list of selected Objects in the active layer(s) The active object is the first in the list, if visible |
Text module | parents ⊗ Blender builtin function or methods ◊ Get ◊ Load ◊ New ◊ get ◊ unlink | documentation The Blender Text module builtin function or methods Blender.Text.Get(...) (name) - return the Text with name 'name', returns None if not found. If 'name' is not specified, it returns a list of all Texts in the current scene. Blender.Text.Load(...) (filename) - return text from file filename as a Text Object, returns None if not found.
Blender.Text.New(...) () - return a new Text object Blender.Text.get(...) (name) - return the Text with name 'name', returns None if not found. If 'name' is not specified, it returns a list of all Texts in the current scene. Blender.Text.unlink(...) (text) - remove Text object 'text' from Blender |
Window module | parents ⊗ Blender builtin function or methods ◊ DrawProgressBar ◊ FileSelector ◊ ImageSelector ◊ QRedrawAll ◊ Redraw ◊ RedrawAll ◊ drawProgressBar | documentation The Blender Window module dicts Blender.Window.Types = {'INFO': 7, 'SOUND': 11, 'VIEW3D': 1, 'SEQ': 8, 'TEXT': 9, 'IMAGE': 6, 'IMASEL': 10, 'IPO': 2, 'BUTS': 4, 'OOPS': 3, 'FILE': 5, 'ACTION': 12, 'NLA': 13}
builtin function or methods Blender.Window.DrawProgressBar(...) (done, text) - Draw a progress bar. 'done' is a float value <= 1.0, 'text' contains info about what is currently being done. Blender.Window.FileSelector(...) (callback [, title]) - Open a file selector window. The selected filename is used as argument to a function callback f(name) that you must provide. 'title' is optional and defaults to 'SELECT FILE'.
Example:
import Blender
def my_function(filename): print 'The selected file was: ', filename
Blender.Window.FileSelector(my_function, 'SAVE FILE')
Blender.Window.ImageSelector(...) (callback [, title]) - Open an image selector window. The selected filename is used as argument to a function callback f(name) that you must provide. 'title' is optional and defaults to 'SELECT IMAGE'.
Example:
import Blender
def my_function(filename): print 'The selected image file was: ', filename
Blender.Window.ImageSelector(my_function, 'LOAD IMAGE')
Blender.Window.QRedrawAll(...) () - Redraw all windows by queue event Blender.Window.Redraw(...) () - Force a redraw of a specific Window Type (see Window.Types) Blender.Window.RedrawAll(...) () - Redraw all windows Blender.Window.drawProgressBar(...) (done, text) - Draw a progress bar. 'done' is a float value <= 1.0, 'text' contains info about what is currently being done. |
World module | parents ⊗ Blender builtin function or methods ◊ Get ◊ New ◊ get | documentation The Blender World module
This module provides access to **World Data** objects in Blender builtin function or methods Blender.World.Get(...) (name) - return the world with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all worlds in the current scene. Blender.World.New(...) () - return a new World object Blender.World.get(...) (name) - return the world with the name 'name', returns None if not found. If 'name' is not specified, it returns a list of all worlds in the current scene. |
sys module | parents ⊗ Blender builtin function or methods ◊ dirname | documentation The Blender.sys submodule
This is a minimal sys module kept for compatibility. It may also still be
useful for users without full Python installations. strs Blender.sys.dirsep = '\\' Blender.sys.progname = 'C:\\PROGRA~1\\BLENDE~1\\BLENDE~1.28\\blender.exe' Blender.sys.sep = '\\'
builtin function or methods Blender.sys.dirname(...)
|
|