diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2011-11-08 17:07:16 +0400 |
commit | 28ee0f92184af8ba6f44d08eda23ce5eb3815697 (patch) | |
tree | 6aada8d509c7470bd3bff6e52ba32e1fd54ef2ee /source/blender/editors/mesh/mesh_data.c | |
parent | 19df3147f6920a2856bccb6e4601d57288119999 (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/mesh/mesh_data.c')
-rw-r--r-- | source/blender/editors/mesh/mesh_data.c | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/editors/mesh/mesh_data.c b/source/blender/editors/mesh/mesh_data.c index ed890fd9b90..6e35865fb4d 100644 --- a/source/blender/editors/mesh/mesh_data.c +++ b/source/blender/editors/mesh/mesh_data.c @@ -51,6 +51,7 @@ #include "BKE_displist.h" #include "BKE_image.h" #include "BKE_library.h" +#include "BKE_main.h" #include "BKE_material.h" #include "BKE_mesh.h" #include "BKE_report.h" @@ -331,6 +332,7 @@ void MESH_OT_uv_texture_add(wmOperatorType *ot) static int drop_named_image_invoke(bContext *C, wmOperator *op, wmEvent *event) { + Main *bmain= CTX_data_main(C); Scene *scene= CTX_data_scene(C); View3D *v3d= CTX_wm_view3d(C); Base *base= ED_view3d_give_base_under_cursor(C, event->mval); @@ -375,7 +377,7 @@ static int drop_named_image_invoke(bContext *C, wmOperator *op, wmEvent *event) if(me->edit_mesh==NULL) return OPERATOR_CANCELLED; - ED_uvedit_assign_image(scene, obedit, ima, NULL); + ED_uvedit_assign_image(bmain, scene, obedit, ima, NULL); if(exitmode) { load_editMesh(scene, obedit); |