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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/editors/include/ED_uvedit.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/editors/include/ED_uvedit.h')
-rw-r--r--source/blender/editors/include/ED_uvedit.h9
1 files changed, 8 insertions, 1 deletions
diff --git a/source/blender/editors/include/ED_uvedit.h b/source/blender/editors/include/ED_uvedit.h
index 2b4c213bc52..0666884351a 100644
--- a/source/blender/editors/include/ED_uvedit.h
+++ b/source/blender/editors/include/ED_uvedit.h
@@ -33,19 +33,26 @@
struct ARegionType;
struct EditFace;
struct Image;
+struct Main;
+struct ImageUser;
struct MTFace;
struct Object;
struct Scene;
+struct SpaceImage;
struct bContext;
+struct bNode;
struct wmKeyConfig;
/* uvedit_ops.c */
void ED_operatortypes_uvedit(void);
void ED_keymap_uvedit(struct wmKeyConfig *keyconf);
-void ED_uvedit_assign_image(struct Scene *scene, struct Object *obedit, struct Image *ima, struct Image *previma);
+void ED_uvedit_assign_image(struct Main *bmain, struct Scene *scene, struct Object *obedit, struct Image *ima, struct Image *previma);
int ED_uvedit_minmax(struct Scene *scene, struct Image *ima, struct Object *obedit, float *min, float *max);
+int ED_object_get_active_image(struct Object *ob, int mat_nr, struct Image **ima, struct ImageUser **iuser, struct bNode **node);
+void ED_object_assign_active_image(struct Main *bmain, struct Object *ob, int mat_nr, struct Image *ima);
+
int ED_uvedit_test_silent(struct Object *obedit);
int ED_uvedit_test(struct Object *obedit);