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src/b/l/blenderpython-HEAD/scripts/addons_extern/render_3delight/export.py   blenderpython(Download)
from .util import rib, rib_path, rib_ob_bounds
from .util import make_frame_path
from .util import init_env
from .util import get_sequence_path
from .util import user_path
def export_archive(scene, objects, filepath="", archive_motion=True, animated=True, frame_start=1, frame_end=3):
 
    init_env(scene)
    paths = initialise_paths(scene)    
    rpass = RPass(scene, objects, paths)
def update_preview(engine, data, scene):
 
    init_env(data.scenes[0])
 
    # XXX use this bpy.data.scenes[0] hack to take paths from 
def update_scene(engine, data, scene):
 
    init_env(scene)
 
    engine.rpass = RPass(scene, renderable_objects(scene), initialise_paths(scene))

src/3/d/3delightblender-HEAD/export.py   3delightblender(Download)
from .util import rib, rib_path, rib_ob_bounds
from .util import make_frame_path
from .util import init_env
from .util import get_sequence_path
from .util import user_path
def export_archive(scene, objects, filepath="", archive_motion=True, animated=True, frame_start=1, frame_end=3):
 
    init_env(scene)
    paths = initialise_paths(scene)    
    rpass = RPass(scene, objects, paths)
def update_preview(engine, data, scene):
 
    init_env(data.scenes[0])
 
    # XXX use this bpy.data.scenes[0] hack to take paths from 
def update_scene(engine, data, scene):
 
    init_env(scene)
 
    engine.rpass = RPass(scene, renderable_objects(scene), initialise_paths(scene))

src/b/l/blenderpython-HEAD/scripts/addons_extern/render_3delight/shader_parameters.py   blenderpython(Download)
import re
 
from .util import init_env
from .util import get_path_list
from .util import path_list_convert
def rna_type_initialise(scene, rmptr, shader_type, replace_existing):
 
    init_env(scene)
 
    # BBM addition begin

src/3/d/3delightblender-HEAD/shader_parameters.py   3delightblender(Download)
import re
 
from .util import init_env
from .util import get_path_list
from .util import path_list_convert
def rna_type_initialise(scene, rmptr, shader_type, replace_existing):
 
    init_env(scene)
 
    # BBM addition begin

src/b/l/blenderpython-HEAD/scripts/addons_extern/render_3delight/shader_scan.py   blenderpython(Download)
 
import bpy
from .util import init_env
from .util import get_path_list_converted
 
def shaders_in_path(prefs, idblock, shader_type='', threaded=True):
    global shaderscan_lock
    global shader_cache
 
    init_env(prefs)

src/3/d/3delightblender-HEAD/shader_scan.py   3delightblender(Download)
 
import bpy
from .util import init_env
from .util import get_path_list_converted
 
def shaders_in_path(prefs, idblock, shader_type='', threaded=True):
    global shaderscan_lock
    global shader_cache
 
    init_env(prefs)

src/b/l/blenderpython-HEAD/scripts/addons_extern/render_3delight/operators.py   blenderpython(Download)
IntProperty, FloatProperty, FloatVectorProperty, CollectionProperty
 
from .util import init_env
from .util import getattr_recursive
 
			# BBM addition end
 
        init_env(scene)
        sptr = get_shader_pointerproperty(ptr, shader_type)
        if sptr == None:

src/3/d/3delightblender-HEAD/operators.py   3delightblender(Download)
IntProperty, FloatProperty, FloatVectorProperty, CollectionProperty
 
from .util import init_env
from .util import getattr_recursive
 
			# BBM addition end
 
        init_env(scene)
        sptr = get_shader_pointerproperty(ptr, shader_type)
        if sptr == None: