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authorDalai Felinto <dfelinto@gmail.com>2011-12-16 22:15:07 +0400
committerDalai Felinto <dfelinto@gmail.com>2011-12-16 22:15:07 +0400
commit3c8ab559a5bd31fd38e9c5cf9da8505ca28f4887 (patch)
treea80f77388aca49eb8a47af0556b1dacdce26914d /intern/cycles/app
parentce8f64d9f92e81629facea34b7f9e18e1f6b3d0c (diff)
Normal Node - Cycles
reviewed by Brecht, with help from Lukas. Note: dot is reversed compared to Blender. In Blender Normals point outside, while in Cycles they point inside. If you use your own custom vector with the Normal Node you will see a difference. If you feed it with object normals it should work just as good.
Diffstat (limited to 'intern/cycles/app')
-rw-r--r--intern/cycles/app/cycles_xml.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/intern/cycles/app/cycles_xml.cpp b/intern/cycles/app/cycles_xml.cpp
index 530a4ad14d8..a0282988179 100644
--- a/intern/cycles/app/cycles_xml.cpp
+++ b/intern/cycles/app/cycles_xml.cpp
@@ -368,6 +368,9 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
xml_read_enum(&wood->type, WaveTextureNode::type_enum, node, "type");
snode = wood;
}
+ else if(string_iequals(node.name(), "normal")) {
+ snode = new NormalNode();
+ }
else if(string_iequals(node.name(), "mapping")) {
snode = new MappingNode();
}