diff options
author | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
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committer | Ton Roosendaal <ton@blender.org> | 2009-01-04 17:14:06 +0300 |
commit | f7cb86df3a9ceccc4d649e42735732a608169157 (patch) | |
tree | 558a9ba43708a2213b1afa8f46d79f5daa140bc6 /source/blender/blenkernel/BKE_node.h | |
parent | 74f9e98c828c17910405092785633373d4ae88e8 (diff) |
2.5
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
Diffstat (limited to 'source/blender/blenkernel/BKE_node.h')
-rw-r--r-- | source/blender/blenkernel/BKE_node.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h index 1c5b6b124b2..669ee11926b 100644 --- a/source/blender/blenkernel/BKE_node.h +++ b/source/blender/blenkernel/BKE_node.h @@ -376,7 +376,7 @@ struct CompBuf; void ntreeCompositTagRender(struct Scene *sce); int ntreeCompositTagAnimated(struct bNodeTree *ntree); void ntreeCompositTagGenerators(struct bNodeTree *ntree); -void ntreeCompositForceHidden(struct bNodeTree *ntree); +void ntreeCompositForceHidden(struct bNodeTree *ntree, struct Scene *scene); void free_compbuf(struct CompBuf *cbuf); /* internal...*/ @@ -413,7 +413,7 @@ extern struct ListBase node_all_textures; /* API */ int ntreeTexTagAnimated(struct bNodeTree *ntree); void ntreeTexUpdatePreviews( struct bNodeTree* nodetree ); -void ntreeTexExecTree(struct bNodeTree *ntree, struct TexResult *target, float *coord, char do_preview, short thread, struct Tex *tex, short which_output); +void ntreeTexExecTree(struct bNodeTree *ntree, struct TexResult *target, float *coord, char do_preview, short thread, struct Tex *tex, short which_output, int cfra); void ntreeTexCheckCyclics(struct bNodeTree *ntree); void ntreeTexAssignIndex(struct bNodeTree *ntree, struct bNode *node); char* ntreeTexOutputMenu(struct bNodeTree *ntree); |