cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

__author__ = 'thoth'

import bpy
import bmesh

def material_for_texture(fname):
    img = bpy.data.images.load(fname)

    tex = bpy.data.textures.new(fname, 'IMAGE')
    tex.image = img

    mat = bpy.data.materials.new(fname)
    mat.texture_slots.add()
    ts = mat.texture_slots[0]
    ts.texture = tex
    ts.texture_coords = 'UV'
    ts.uv_layer = 'default'

    return mat

def set_UV_editor_texture(mesh):
    """ set the image for the face.tex layer on all the faces
    so we have a rough idea of what the mesh will look like
    in the 3D view's Texture render mode"""

    # load the mesh data into a bmesh object
    bm = bmesh.new()
    bm.from_mesh(mesh)

    bm.faces.ensure_lookup_table()

    # Get the "tex" layer for the first UV map
    # If you don't already have a UV map, why are you even calling this function?
    tex_layer = bm.faces.layers.tex[mesh.uv_layers[0].name]

    for i in range(len(bm.faces)):

        # figure out which material this face uses
        mi = bm.faces[i].material_index
        mat = mesh.materials[mi]

        # Assume that we want to use the image from the first texture slot;
        # and assume that the material has a texture in that first slot;
        # and assume that the texture is an image texture instead of a procedural texture.
        # if any of several assumptions are wrong, this will explode
        img = mat.texture_slots[0].texture.image

        bm.faces[i][tex_layer].image = img

    # copy the modified data into the mesh
    bm.to_mesh(mesh)

fname = "/var/tmp/blender/mohawk-seal0001.png"
obj = bpy.context.active_object
mat = material_for_texture(fname)
if len(obj.data.materials)<1:
    obj.data.materials.append(mat)
else:
    obj.data.materials[0] = mat

set_UV_editor_texture(obj.data)

Blender python API quick-start

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