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author | Jeroen Bakker <j.bakker@atmind.nl> | 2012-10-24 12:36:10 +0400 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2012-10-24 12:36:10 +0400 |
commit | 0fb9b7bedaadd8454b60ef5f0f2897da1af29732 (patch) | |
tree | 8ce33aaa45ea5e783744fd0604649f357c79ba46 /source/blender/blenkernel/BKE_node.h | |
parent | 0cba4e6d6f5f4d53e281fa4299e5b2fbda368f26 (diff) |
Adding a pixelate node.
This makes it possible to create pixelized scale in the Tile compositor.
Just append the node in front of a scale node or where you want the pixelization to take place.
There were some bugs on this subject, but they used the work around to add a blur size of 0 in the place where they need the pixelization.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index 4ee5c894b5c..05de2bba5ca 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -699,6 +699,7 @@ void ntreeGPUMaterialNodes(struct bNodeTree *ntree, struct GPUMateria #define CMP_NODE_BOKEHIMAGE 315 #define CMP_NODE_BOKEHBLUR 316 #define CMP_NODE_SWITCH 317 +#define CMP_NODE_PIXELATE 318 /* channel toggles */ #define CMP_CHAN_RGB 1 |