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authorAlexander Romanov <a.romanov@blend4web.com>2016-04-26 11:43:02 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-04-26 13:43:29 +0300
commit5abae51a6ef5b0f1b817ef5ce4bff34fef5001cd (patch)
treeca6d8f3595fd596fe978e4ad69a29bbc647be121 /release
parent98babfa2b86f768ebc0cff6c0d8ec34e18afd2af (diff)
Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/nodeitems_builtins.py1
1 files changed, 1 insertions, 0 deletions
diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py
index 780662148e0..9dca55ede00 100644
--- a/release/scripts/startup/nodeitems_builtins.py
+++ b/release/scripts/startup/nodeitems_builtins.py
@@ -160,6 +160,7 @@ shader_node_categories = [
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorTransform"),
+ NodeItem("ShaderNodeNormalMap"),
]),
ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeValToRGB"),