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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-06-27 21:10:50 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-06-27 21:10:50 +0400
commit1cf0af703d0a7c18e0d03e5fd4fb9f0a0597b629 (patch)
tree68b2b7f330a30ce84069f92f7432f0c6e60f0621 /source/blender/blenkernel/BKE_node.h
parentd28fc39ff50a7afbe5f456ed5558b5aea4797d15 (diff)
Cycles: working towards texture workflow design
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/TextureWorkflow * Added "active texture node" in shading node trees. * Texture draw mode draw active texture node now, and new Material draw mode shows GLSL material. * GLSL materials now match solid draw mode lighting better. * Texture properties can now texture nodes from material/world/lamp.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r--source/blender/blenkernel/BKE_node.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index bd88d1da9d7..be9c359a13c 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -201,6 +201,7 @@ struct bNode *nodeGetActive(struct bNodeTree *ntree);
struct bNode *nodeGetActiveID(struct bNodeTree *ntree, short idtype);
int nodeSetActiveID(struct bNodeTree *ntree, short idtype, struct ID *id);
void nodeClearActiveID(struct bNodeTree *ntree, short idtype);
+struct bNode *nodeGetActiveTexture(struct bNodeTree *ntree);
void NodeTagChanged(struct bNodeTree *ntree, struct bNode *node);
int NodeTagIDChanged(struct bNodeTree *ntree, struct ID *id);