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authorAntony Riakiotakis <kalast@gmail.com>2014-11-24 19:18:56 +0300
committerAntony Riakiotakis <kalast@gmail.com>2014-11-26 17:07:26 +0300
commit8fa55d95e43392a0e7925e1327e86220a33b4394 (patch)
treeb68b040a975e6231c8ec40d89cebad93582c52af /source/blender/blenkernel/intern/world.c
parent8bc84e10f501e516e0839b6a3efa573d55fb4f7b (diff)
World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
Diffstat (limited to 'source/blender/blenkernel/intern/world.c')
-rw-r--r--source/blender/blenkernel/intern/world.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/world.c b/source/blender/blenkernel/intern/world.c
index 8e3c92314e6..29a345e111b 100644
--- a/source/blender/blenkernel/intern/world.c
+++ b/source/blender/blenkernel/intern/world.c
@@ -49,6 +49,8 @@
#include "BKE_node.h"
#include "BKE_world.h"
+#include "GPU_material.h"
+
void BKE_world_free_ex(World *wrld, bool do_id_user)
{
MTex *mtex;
@@ -69,6 +71,9 @@ void BKE_world_free_ex(World *wrld, bool do_id_user)
MEM_freeN(wrld->nodetree);
}
+ if (wrld->gpumaterial.first)
+ GPU_material_free(&wrld->gpumaterial);
+
BKE_icon_delete((struct ID *)wrld);
wrld->id.icon_id = 0;
}