forked from Mirrors/openclonk
typo fixed
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@ -53,7 +53,7 @@
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</params>
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</syntax>
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<desc>Attaches a mesh to another mesh. If <code>mesh</code> is an ID then the mesh of the corresponding definition is used. If <code>mesh</code> is an object then the current mesh of that object is used, including all its animations and attached meshes. However, in that case only the graphics will be attached - the object itself stays at its current position. The return value is a number that can be used to detach the mesh again via <funclink>DetachMesh</funclink>.</desc>
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<remark>If an object is used for a mesh then the "MeshTransformation" property of teh attached mesh will not be applied. Instead the parameter <code>transformation</code> can be used to transform the attached mesh.</remark>
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<remark>If an object is used for a mesh then the "MeshTransformation" property of the attached mesh will not be applied. Instead the parameter <code>transformation</code> can be used to transform the attached mesh.</remark>
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<examples>
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<example>
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<code><funclink>AttachMesh</funclink>(Bow, "pos_hand1", "main");</code>
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