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authorJeroen Bakker <j.bakker@atmind.nl>2012-10-24 12:36:10 +0400
committerJeroen Bakker <j.bakker@atmind.nl>2012-10-24 12:36:10 +0400
commit0fb9b7bedaadd8454b60ef5f0f2897da1af29732 (patch)
tree8ce33aaa45ea5e783744fd0604649f357c79ba46 /source/blender/blenkernel/intern/node.c
parent0cba4e6d6f5f4d53e281fa4299e5b2fbda368f26 (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/intern/node.c')
-rw-r--r--source/blender/blenkernel/intern/node.c1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index 1e3ac5c0e35..fc13f5c1ded 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -2198,6 +2198,7 @@ static void registerCompositNodes(bNodeTreeType *ttype)
register_node_type_cmp_bokehimage(ttype);
register_node_type_cmp_bokehblur(ttype);
register_node_type_cmp_switch(ttype);
+ register_node_type_cmp_pixelate(ttype);
register_node_type_cmp_mask(ttype);
register_node_type_cmp_trackpos(ttype);