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authorCampbell Barton <ideasman42@gmail.com>2009-10-06 19:31:25 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-10-06 19:31:25 +0400
commit8d54982f37cf48d510fa2de0b2b45c635164a7f3 (patch)
treec356e1304bf02a2714cde79ea51ce46340a26c58 /source/blender/blenkernel/BKE_node.h
parent86307b58c0991472b25bd0c24ba8d2cdbf332bc3 (diff)
Material buttons now view the active node material shading settings.
Selecting a material in the node tree sets this as the active material and the buttons view redraws. Added rna prop material.active_node_material Currently its not clear what settings are used by the node material and the base material (needs some tedious research) so I made most panels use the node material with the exceptions of volumetrics, physics and halo settings. We'll probably need to split the panels up to do this properly.
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 b1e7dcaff02..66776d086d6 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -181,6 +181,7 @@ int nodeCountSocketLinks(struct bNodeTree *ntree, struct bNodeSocket *sock);
void nodeSetActive(struct bNodeTree *ntree, struct bNode *node);
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);
void NodeTagChanged(struct bNodeTree *ntree, struct bNode *node);