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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-11-08 17:07:16 +0400
commit28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch)
tree6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/blenkernel/BKE_node.h
parent19df3147f6920a2856bccb6e4601d57288119999 (diff)
Texturing: texture and 3d view draw type changes, these should only have any
effect for a render engine using new shading nodes. In short: * No longer uses images assigned to faces in the uv layer, rather the active image texture node is what is edited/painted/drawn. * Textured draw type now shows the active image texture node, with solid lighting. * Material draw mode shows GLSL shader of a simplified material node tree, using solid lighting. * Textures for modifiers, brushes, etc, are now available from a dropdown in the texture tab in the properties editor. These do not use new shading nodes yet. http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
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 a06d57ae517..580f78d3063 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -351,6 +351,7 @@ 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 nodeUpdate(struct bNodeTree *ntree, struct bNode *node);
int nodeUpdateID(struct bNodeTree *ntree, struct ID *id);